2026-03-02 01:50:01 +08:00

110 lines
5.3 KiB
C#

using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "咒怨洪流";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
public override double EPCost => 100;
public override double CD => 65;
public override double HardnessTime { get; set; } = 3;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "咒怨洪流";
public override string Description => $"{Skill.SkillOwner()}将「熵核」的污染之力附着在武器之上。{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,增加自身所有伤害的 {减伤比例 * 100:0.##}% 伤害减免;[ 蚀魂震击 ] 的冷却时间降低至 5 {GameplayEquilibriumConstant.InGameTime},并将普通攻击转为魔法伤害;在一个回合里首次使用普通攻击后,附赠 {额外攻击次数} 次普通攻击决策点配额,但后续普通攻击必须选取不重复的目标。";
public override bool Durative => true;
public override double Duration => 30;
public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
private double => 0.15 + 0.02 * (Level - 1);
private double = 0;
private readonly List<Character> = [];
private bool = true;
private readonly int = 2;
public override void OnEffectGained(Character character)
{
= ;
character.NormalAttack.SetMagicType(new(this, true, MagicType.None, 999), GamingQueue);
if (character.Effects.Where(e => e is && e.Skill.Character == character).FirstOrDefault() is e)
{
e. = 5;
if (e. > e.) e. = e.;
}
}
public override void OnEffectLost(Character character)
{
= 0;
character.NormalAttack.UnsetMagicType(this, GamingQueue);
if (character.Effects.Where(e => e is && e.Skill.Character == character).FirstOrDefault() is e)
{
e. = 10;
}
}
public override void OnTurnStart(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
{
.Clear();
= true;
}
public override void AfterCharacterNormalAttack(Character character, NormalAttack normalAttack, List<Character> targets)
{
.AddRange(targets);
if ( && GamingQueue != null && GamingQueue.CharacterDecisionPoints.TryGetValue(character, out DecisionPoints? dp) && dp != null)
{
= false;
dp.AddTempActionQuota(this, CharacterActionType.NormalAttack, );
WriteLine($"[ {character} ] 发动了{nameof(咒怨洪流)}!本回合可额外发动 {额外攻击次数} 次普通攻击!");
}
}
public override void AlterSelectListBeforeSelection(Character character, ISkill skill, List<Character> enemys, List<Character> teammates)
{
if (skill is NormalAttack && !)
{
enemys.RemoveAll(.Contains);
}
}
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
if (enemy == Skill.Character)
{
return -(damage * );
}
return 0;
}
public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DefenseBoost);
}
}
}