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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)MagicID.;
public override string Name => "风之守护";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double MPCost => Level > 0 ? 100 + (100 * (Level - 1)) : 100;
public override double CD => Level > 0 ? 75 - (1 * (Level - 1)) : 75;
public override double CastTime => Level > 0 ? 4 + (1 * (Level - 1)) : 4;
public override double HardnessTime { get; set; } = 6;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public override bool CanSelectTeammate => true;
public override int CanSelectTargetCount => 1;
public (Character? character = null) : base(SkillType.Magic, character)
{
Effects.Add(new (this, false, 0, 4));
}
}
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}友方角色 {CritRate * 100:0.##}% 暴击率和 {EvadeRate * 100:0.##}% 闪避率,持续 {持续时间}。";
public override EffectType EffectType => EffectType.CritBoost;
public override DispelledType DispelledType => DispelledType.Weak;
private string => _durative && _duration > 0 ? + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
private double => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly double _levelGrowth;
private double CritRate => Level > 0 ? 0.03 + 0.03 * (Level - 1) : 0.03;
private double EvadeRate => Level > 0 ? 0.02 + 0.02 * (Level - 1) : 0.02;
public (Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_levelGrowth = levelGrowth;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character target in targets)
{
WriteLine($"[ {target} ] 的暴击率提升了 {CritRate * 100:0.##}%,闪避率提升了 {EvadeRate * 100:0.##}%!持续时间:{持续时间}");
ExCritRate e = new(Skill, new()
{
{ "excr", CritRate }
}, caster);
target.Effects.Add(e);
if (_durative && _duration > 0)
{
e.Durative = true;
e.Duration = ;
e.RemainDuration = ;
}
else if (!_durative && _durationTurn > 0)
{
e.Durative = false;
e.DurationTurn = (int);
e.RemainDurationTurn = (int);
}
e.EffectType = EffectType.CritBoost;
e.Source = caster;
e.OnEffectGained(target);
ExEvadeRate e2 = new(Skill, new()
{
{ "exer", EvadeRate }
}, caster);
target.Effects.Add(e2);
if (_durative && _duration > 0)
{
e2.Durative = true;
e2.Duration = ;
e2.RemainDuration = ;
}
else if (!_durative && _durationTurn > 0)
{
e2.Durative = false;
e2.DurationTurn = (int);
e2.RemainDurationTurn = (int);
}
e2.EffectType = EffectType.EvadeBoost;
e2.Source = caster;
e2.OnEffectGained(target);
GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.CritBoost, EffectType.EvadeBoost]);
}
}
}
}