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https://github.com/oshima-studios/OshimaGameModule.git
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41 lines
1.7 KiB
C#
41 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 开宫 : Skill
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{
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public override long Id => (long)PassiveID.开宫;
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public override string Name => "开宫";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public 开宫(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 开宫特效(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 开宫特效(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 => $"当场上有角色死亡时,如果该角色死于技能,则{Skill.SkillOwner()}获得该技能的使用权持续 3 回合;如果该角色死于普通攻击,则{Skill.SkillOwner()}的普通攻击将转为魔法伤害并且无视闪避,持续 3 回合。" +
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$"然后给予击杀者时雨标记,如果击杀者为队友,{Skill.SkillOwner()}对其的治疗加成提升 100%,并且使其能够攻击{Skill.SkillOwner()},攻击{Skill.SkillOwner()}时,视为对{Skill.SkillOwner()}治疗,治疗值基于伤害值的 50%;如果为敌人,{Skill.SkillOwner()}对其的伤害加成提升 200%,并且使其能够攻击其队友。时雨标记持续 3 回合。";
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public override void OnEffectGained(Character character)
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{
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}
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public override void OnEffectLost(Character character)
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{
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}
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}
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}
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