mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-20 10:59:33 +08:00
79 lines
3.3 KiB
C#
79 lines
3.3 KiB
C#
using Milimoe.FunGame.Core.Entity;
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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 变幻之心 : Skill
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{
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public override long Id => (long)SuperSkillID.变幻之心;
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public override string Name => "变幻之心";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 100;
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public override double CD => 20;
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public override double HardnessTime { get; set; } = 3;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 变幻之心(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 变幻之心特效(this));
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}
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}
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public class 变幻之心特效(Skill skill) : Effect(skill)
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{
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public override long Id => Skill.Id;
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public override string Name => "变幻之心";
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public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
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private double 生命值回复 => 0.25 + 0.03 * (Level - 1);
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private double 伤害提升 => 0.6 + 0.4 * (Level - 1);
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public override void OnEffectGained(Character character)
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{
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Skill.IsInEffect = true;
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}
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public override void OnEffectLost(Character character)
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{
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Skill.IsInEffect = false;
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}
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public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
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{
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if (character == Skill.Character && isMagicDamage)
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{
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double 实际伤害提升百分比 = 伤害提升;
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double 实际伤害提升 = damage * 实际伤害提升百分比;
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WriteLine($"[ {character} ] 发动了变幻之心!伤害提升了 {实际伤害提升:0.##} 点!");
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character.Effects.Remove(this);
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OnEffectLost(character);
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return 实际伤害提升;
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}
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return 0;
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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{
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IEnumerable<Effect> effects = caster.Effects.Where(e => e is 智慧与力量特效);
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if (effects.Any())
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{
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if (caster.PrimaryAttribute == PrimaryAttribute.STR)
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{
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double 回复的生命 = 生命值回复 * caster.MaxHP;
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caster.HP += 回复的生命;
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WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!");
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}
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else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
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{
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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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}
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}
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}
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}
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}
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