mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2026-01-19 14:08:23 +00:00
54 lines
2.8 KiB
C#
54 lines
2.8 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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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 放监 : Skill
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{
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public override long Id => (long)SuperSkillID.放监;
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public override string Name => "放监";
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public override string Description => Effects.Count > 0 ? ((放监特效)Effects.First()).通用描述 : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double EPCost => 100;
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public override double CD => 65;
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public override double HardnessTime { get; set; } = 14;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 放监(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 放监特效(this));
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}
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}
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public class 放监特效 : 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 { get; set; } = "";
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public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
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public string 通用描述 => $"使场上现有的时雨标记变得不可驱散,并且刷新为持续 3 回合。并给予持有时雨标记的敌方角色 [ 宫监手标记 ],宫监手标记不可驱散,持续 3 回合。持有宫监手标记的角色,必须完成以下两个任务以消除标记,否则将在标记消失时受到基于{Skill.SkillOwner()} {核心属性系数 * 100:0.##}% 核心属性 + {攻击力系数 * 100:0.##}% 攻击力 [ {Skill.Character?.PrimaryAttributeValue * 核心属性系数 + Skill.Character?.ATK * 攻击力系数:0.##} ] 的真实伤害:\r\n" +
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$"1. 使用 [ 普通攻击 ] 攻击一次队友,此伤害必定暴击且无视闪避;\r\n2. 对{Skill.SkillOwner()}释放一个指向性技能,{Skill.SkillOwner()}将此技能效果无效化并且复制该技能获得使用权持续 4 回合,该复制品没有冷却时间。";
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public double 核心属性系数 => 1.1 * Skill.Level;
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public double 攻击力系数 => 0.4 + 0.2 * (Skill.Level - 1);
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public 放监特效(Skill skill) : base(skill)
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{
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Description = 通用描述;
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
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{
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RemainDuration = Duration;
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if (!caster.Effects.Contains(this))
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{
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caster.Effects.Add(this);
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OnEffectGained(caster);
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}
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GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.CritBoost, EffectType.PenetrationBoost);
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}
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}
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}
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