2026-01-26 23:32:11 +08:00

40 lines
1.7 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "贪欲猎手";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddPassiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"造成伤害后,基于造成伤害值的 {生命回复系数 * 100:0.##}% 回复生命值。";
private double => Skill.Character != null ? 0.04 + Skill.Character.Level / 10 * 0.01 : 0.04;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult)
{
if (Skill.Character != null && Skill.Character == character && isNormalAttack && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical))
{
HealToTarget(character, character, * actualDamage);
}
}
}
}