OshimaGameModule/OshimaModules/Effects/SkillEffects/百分比回复生命值.cs

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using Milimoe.FunGame.Core.Entity;
using Oshima.FunGame.OshimaModules.Skills;
namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"为{Skill.TargetDescription()}回复 {百分比 * 100:0.##}% 最大生命值。{(CanRespawn ? "" : "")}";
private double { get; set; } = 0.03;
private double { get; set; } = 0.03;
private double => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private bool CanRespawn { get; set; } = false;
public (Skill skill, double , double , bool canRespawn = false) : base(skill)
{
GamingQueue = skill.GamingQueue;
this. = ;
this. = ;
CanRespawn = canRespawn;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character target in targets)
{
double heal = * target.MaxHP;
HealToTarget(caster, target, heal, CanRespawn);
}
}
}
}