mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2026-03-06 14:40:27 +00:00
63 lines
3.3 KiB
C#
63 lines
3.3 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 迅捷步法 : Skill
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{
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public override long Id => (long)PassiveID.迅捷步法;
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public override string Name => "迅捷步法";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public 迅捷步法(Character? character = null) : base(SkillType.Passive, character)
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{
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Effects.Add(new 迅捷步法特效(this));
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}
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public override IEnumerable<Effect> AddPassiveEffectToCharacter()
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{
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return Effects;
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}
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}
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public class 迅捷步法特效(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 => Skill.Name;
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public override string Description => $"每次造成伤害后,立即回复 {生命回复:0.##} 点生命值,随后在 {持续时间:0.##} {GameplayEquilibriumConstant.InGameTime}内,提升 {行动系数提升 * 100:0.##}% 行动系数和 {加速系数提升 * 100:0.##}% 加速系数、1 格移动距离,该效果最多可叠 3 层。";
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private double 行动系数提升 => Skill.Character != null ? 0.02 + Skill.Character.Level / 10 * 0.005 : 0.02;
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private double 加速系数提升 => Skill.Character != null ? 0.02 + Skill.Character.Level / 10 * 0.005 : 0.02;
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private double 生命回复 => Skill.Character != null ? 20 + Skill.Character.Level * 6 : 20;
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private double 持续时间 => Skill.Character != null ? 10 + Skill.Character.Level * 0.1 : 10;
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult)
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{
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if (Skill.Character != null && Skill.Character == character && isNormalAttack && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical))
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{
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HealToTarget(character, character, 生命回复);
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if (character.Effects.Count(e => e.Name == nameof(迅捷步法特效)) < 3)
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{
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WriteLine($"[ {character} ] 发动了迅捷步法,提升了 {行动系数提升 * 100:0.##}% 行动系数和 {加速系数提升 * 100:0.##}% 加速系数、1 格移动距离!");
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Effect e = new DynamicsEffect(Skill, new Dictionary<string, object>()
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{
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{ "exac", 行动系数提升 },
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{ "exacc", 加速系数提升 },
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{ "exmov", 1 }
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}, character)
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{
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Name = nameof(迅捷步法特效),
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Durative = true,
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Duration = 持续时间
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};
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character.Effects.Add(e);
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e.OnEffectGained(character);
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e.IsDebuff = false;
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RecordCharacterApplyEffects(character, EffectType.Haste);
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}
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}
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}
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}
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} |