42 lines
1.6 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 => "能量复苏";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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 => $"处于正常态和吟唱态时,每秒回复 {回复系数 * 100:0.##}% 最大生命值 [ {Skill.Character?.MaxHP * 回复系数:0.##} ] 并获得 {能量获取:0.##} 点能量。";
public double { get; set; } = 0.02;
public double { get; set; } = 1;
public override void OnTimeElapsed(Character character, double elapsed)
{
if (character.CharacterState == CharacterState.Actionable || character.CharacterState == CharacterState.Casting || character.CharacterState == CharacterState.PreCastSuperSkill)
{
character.HP += (Skill.Character?.MaxHP ?? 0) * * elapsed;
character.EP += * elapsed;
}
}
}
}