2025-04-16 01:24:48 +08:00

77 lines
3.3 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)SuperSkillID.;
public override string Name => "魔法涌流";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 35;
public override double HardnessTime { get; set; } = 3;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "魔法涌流";
public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,增加自身所有伤害的 {减伤比例 * 100:0.##}% 伤害减免;【魔法震荡】的冷却时间降低至 5 {GameplayEquilibriumConstant.InGameTime},并将普通攻击转为魔法伤害,允许普通攻击时选择至多 3 个目标。";
public override bool Durative => true;
public override double Duration => 30;
private double => 0.15 + 0.04 * (Level - 1);
private double = 0;
public override void OnEffectGained(Character character)
{
character.NormalAttack.CanSelectTargetCount += 2;
= ;
character.NormalAttack.SetMagicType(true, character.MagicType);
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 5;
if (e. > e.) e. = e.;
}
}
public override void OnEffectLost(Character character)
{
= 0;
character.NormalAttack.CanSelectTargetCount -= 2;
character.NormalAttack.SetMagicType(false, character.MagicType);
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 10;
}
}
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
if (enemy == Skill.Character)
{
return damage * (1 - );
}
return 0;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}