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https://github.com/oshima-studios/OshimaGameModule.git
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100 lines
4.7 KiB
C#
100 lines
4.7 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 灾难冲击波 : Skill
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{
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public override long Id => (long)MagicID.灾难冲击波;
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public override string Name => "灾难冲击波";
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public override string Description => string.Join("\r\n", Effects.Select(e => e.Description));
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public override string DispelDescription => Effects.Count > 0 ? Effects.First(e => e is 灾难冲击波特效).DispelDescription : "";
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public override double MPCost => Level > 0 ? 95 + (75 * (Level - 1)) : 95;
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public override double CD => Level > 0 ? 85 - (1.5 * (Level - 1)) : 85;
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public override double CastTime => Level > 0 ? 6 + (0.5 * (Level - 1)) : 6;
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public override double HardnessTime { get; set; } = 5;
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public override int CanSelectTargetCount
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{
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get
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{
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return Level switch
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{
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3 => 2,
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4 => 2,
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5 => 3,
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6 => 3,
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7 => 4,
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8 => 4,
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_ => 1
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};
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}
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}
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public 灾难冲击波(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 50, 15, 0.1, 0.04));
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Effects.Add(new 灾难冲击波特效(this, false, 0, 2, 0, 0.03, 0.02));
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}
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}
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public class 灾难冲击波特效 : Effect
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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 => $"对{Skill.TargetDescription()}造成魔法抗性降低 {ActualMDFReductionPercent * 100:0.##}%,持续 {持续时间}。";
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public override DispelledType DispelledType => DispelledType.Weak;
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private string 持续时间 => _durative && _duration > 0 ? 实际持续时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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private readonly double _levelGrowth;
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private readonly double _MDFReductionPercent;
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private readonly double _MDFReductionPercentLevelGrowth;
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private double ActualMDFReductionPercent => Level > 0 ? _MDFReductionPercent + _MDFReductionPercentLevelGrowth * (Level - 1) : _MDFReductionPercent;
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public 灾难冲击波特效(Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0, double MDFReductionPercent = 0, double MDFReductionPercentLevelGrowth = 0) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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_levelGrowth = levelGrowth;
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_MDFReductionPercent = MDFReductionPercent;
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_MDFReductionPercentLevelGrowth = MDFReductionPercentLevelGrowth;
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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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foreach (Character target in targets)
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{
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WriteLine($"[ {target} ] 的魔法抗性降低了 {ActualMDFReductionPercent * 100:0.##}%!持续时间:{持续时间}!");
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ExMDF e = new(Skill, new(){
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{ "mdftype", 0 },
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{ "mdfvalue", -ActualMDFReductionPercent }
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}, caster);
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target.Effects.Add(e);
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if (_durative && _duration > 0)
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{
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e.Durative = true;
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e.Duration = 实际持续时间;
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e.RemainDuration = 实际持续时间;
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}
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else if (!_durative && _durationTurn > 0)
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{
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e.Durative = false;
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e.DurationTurn = (int)实际持续时间;
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e.RemainDurationTurn = (int)实际持续时间;
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}
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e.EffectType = EffectType.MagicResistBreak;
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e.Source = caster;
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e.OnEffectGained(target);
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GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]);
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}
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}
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}
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}
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