73 lines
2.9 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "归元环";
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 => 60;
public override double HardnessTime { get; set; } = 8;
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 => Skill.Name;
public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内,造成伤害必定暴击;使 [ 八卦阵 ] 不需要检定,直接产生偶数效果;并且每次触发偶数效果时,减少所有主动技能 {冷却时间减少 * 100:0.##}% 冷却时间。";
public override bool Durative => true;
public override double Duration => 30;
public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
public const double = 0.1;
public override void OnEffectGained(Character character)
{
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = true;
}
}
public override void OnEffectLost(Character character)
{
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = false;
}
}
public override bool BeforeCriticalCheck(Character actor, Character enemy, ref double throwingBonus)
{
if (actor == Skill.Character)
{
throwingBonus += 200;
}
return true;
}
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);
}
RecordCharacterApplyEffects(caster, EffectType.CritBoost, EffectType.DamageBoost, EffectType.DefenseBoost);
}
}
}