79 lines
3.3 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
public override string Name => "变幻之心";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 20;
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 => "变幻之心";
public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
private double => 0.25 + 0.03 * (Level - 1);
private double => 0.6 + 0.4 * (Level - 1);
public override void OnEffectGained(Character character)
{
Skill.IsInEffect = true;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
}
public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
{
if (character == Skill.Character && isMagicDamage)
{
double = ;
double = damage * ;
WriteLine($"[ {character} ] 发动了变幻之心!伤害提升了 {实际伤害提升:0.##} 点!");
character.Effects.Remove(this);
OnEffectLost(character);
return ;
}
return 0;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
IEnumerable<Effect> effects = caster.Effects.Where(e => e is );
if (effects.Any())
{
if (caster.PrimaryAttribute == PrimaryAttribute.STR)
{
double = * caster.MaxHP;
caster.HP += ;
WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!");
}
else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
{
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}
}
}