mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-23 04:19:36 +08:00
85 lines
3.5 KiB
C#
85 lines
3.5 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 疾风步 : Skill
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{
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public override long Id => (long)SkillID.疾风步;
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public override string Name => "疾风步";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 60;
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public override double CD => 35;
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public override double HardnessTime { get; set; } = 5;
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public 疾风步(Character? character = null) : base(SkillType.Skill, character)
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{
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Effects.Add(new 疾风步特效(this));
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}
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}
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public class 疾风步特效(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 => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration:0.##} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 的强化伤害,并解除不可选中状态。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 12 + (1 * (Level - 1));
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private double 系数 => 0.5 + 0.5 * (Skill.Level - 1);
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private double 伤害加成 => 系数 * Skill.Character?.AGI ?? 0;
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private bool 首次伤害 { get; set; } = true;
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private bool 破隐一击 { get; set; } = false;
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public override void OnEffectGained(Character character)
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{
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Skill.IsInEffect = true;
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character.CharacterEffectTypes.Add(this, [EffectType.Unselectable]);
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character.UpdateCharacterState();
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character.ExSPD += 100;
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character.ExCritRate += 0.08;
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}
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public override void OnEffectLost(Character character)
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{
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Skill.IsInEffect = false;
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if (!破隐一击)
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{
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// 在没有打出破隐一击的情况下,恢复角色状态
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character.CharacterEffectTypes.Remove(this);
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character.UpdateCharacterState();
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}
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character.ExSPD -= 100;
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character.ExCritRate -= 0.08;
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}
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public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && 首次伤害)
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{
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首次伤害 = false;
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破隐一击 = true;
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character.CharacterEffectTypes.Remove(this);
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character.UpdateCharacterState();
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double d = 伤害加成;
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damage += d;
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WriteLine($"[ {character} ] 触发了疾风步破隐一击,获得了 [ {d:0.##} ] 点伤害加成!");
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}
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return false;
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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{
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if (!caster.Effects.Contains(this))
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{
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首次伤害 = true;
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破隐一击 = false;
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RemainDuration = Duration;
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caster.Effects.Add(this);
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OnEffectGained(caster);
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}
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}
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}
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}
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