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https://github.com/oshima-studios/OshimaGameModule.git
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52 lines
2.3 KiB
C#
52 lines
2.3 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 银隼之赐 : Skill
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{
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public override long Id => (long)PassiveID.银隼之赐;
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public override string Name => "银隼之赐";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double CD => 5;
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public 银隼之赐(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 银隼之赐特效(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 银隼之赐特效(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 => $"{Skill.SkillOwner()}的「银隼」正如其名,优雅而致命。普通攻击命中后,附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害:0.##} ] 点魔法伤害,可叠加普攻特效。每 {Skill.CD:0.##} {GameplayEquilibriumConstant.InGameTime}仅能触发一次。";
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private double 敏捷伤害 => 敏捷系数 * Skill.Character?.AGI ?? 0;
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private readonly double 敏捷系数 = 2;
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private bool 是否是嵌套伤害 = false;
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && isNormalAttack && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && !是否是嵌套伤害 && enemy.HP > 0)
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{
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Skill.CurrentCD = Skill.CD;
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WriteLine($"[ {character} ] 发动了银隼之赐!将造成额外伤害!");
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是否是嵌套伤害 = true;
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DamageToEnemy(character, enemy, DamageType.Magical, magicType, 敏捷伤害);
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}
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if (character == Skill.Character && 是否是嵌套伤害)
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{
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是否是嵌套伤害 = false;
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}
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}
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}
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}
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