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https://github.com/oshima-studios/OshimaGameModule.git
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42 lines
1.7 KiB
C#
42 lines
1.7 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 不息之流 : Skill
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{
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public override long Id => (long)PassiveID.不息之流;
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public override string Name => "不息之流";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public 不息之流(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 不息之流特效(this));
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}
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public override IEnumerable<Effect> AddPassiveEffectToCharacter()
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{
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return Effects;
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}
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}
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public class 不息之流特效(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 => $"{Skill.SkillOwner()}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。";
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public double 回复系数 { get; set; } = 0.02;
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public double 能量获取 { get; set; } = 1;
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public override void OnTimeElapsed(Character character, double elapsed)
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{
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if (character.CharacterState == CharacterState.Actionable || character.CharacterState == CharacterState.Casting || character.CharacterState == CharacterState.PreCastSuperSkill)
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{
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character.HP += (Skill.Character?.MaxHP ?? 0) * 回复系数 * elapsed;
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character.EP += 能量获取 * elapsed;
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}
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}
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}
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}
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