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https://github.com/oshima-studios/OshimaGameModule.git
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45 lines
1.9 KiB
C#
45 lines
1.9 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 风之轮 : Skill
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{
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public override long Id => (long)MagicID.风之轮;
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public override string Name => "风之轮";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => 50 + (60 * (Level - 1));
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public override double CD => 30;
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public override double CastTime => 10;
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public override double HardnessTime { get; set; } = 4;
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public 风之轮(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 风之轮特效(this));
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}
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}
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public class 风之轮特效(Skill skill) : Effect(skill)
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 敏捷 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
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public override bool TargetSelf => false;
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public override int TargetCount => 1;
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private static double 等级系数 => 0.4;
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private double 基础伤害 => Skill.Level != 0 ? 120 + 80 * (Skill.Level - 1) : 120;
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private double 系数 => Skill.Level != 0 ? 0.4 + 等级系数 * (Skill.Level - 1) : 0.4;
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private double Damage => 基础伤害 + 系数 * Skill.Character?.AGI ?? 0;
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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{
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if (targets.Count > 0)
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{
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Character enemy = targets[0];
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DamageToEnemy(caster, enemy, true, MagicType, Damage);
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}
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}
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}
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}
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