39 lines
1.8 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"为{TargetDescription}提供 {护盾值:0.##} 点物理护盾。";
public string TargetDescription => Skill.SelectAllTeammates ? "友方全体角色" : $"目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}友方角色";
private double => Level > 0 ? Math.Abs( + * (Level - 1)) : Math.Abs();
private double { get; set; } = 200;
private double { get; set; } = 100;
public (Skill skill, double , double ) : base(skill)
{
GamingQueue = skill.GamingQueue;
this. = ;
this. = ;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character target in targets)
{
WriteLine($"[ {target} ] 获得了 {护盾值:0.##} 点物理护盾!");
e = new(Skill, caster, );
target.Effects.Add(e);
e.OnEffectGained(target);
e.DispelledType = DispelledType;
GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]);
}
}
}
}