2025-12-31 20:45:36 +08:00

81 lines
2.9 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SkillID.;
public override string Name => "疾走";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
public override double EPCost => 25;
public override double CD => 15;
public override double HardnessTime { get; set; } = 3;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.Skill, 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 => $"本回合内大幅提升移动距离,并附赠一次战技的决策点配额。移动距离提升:{移动距离提升} 格。";
public override string DispelDescription => "";
public override EffectType EffectType => EffectType.Haste;
public override bool Durative => false;
public override double Duration => 0;
public override int DurationTurn => 1;
private int
{
get
{
return Skill.Level switch
{
2 or 3 => 2,
4 or 5 => 3,
6 => 4,
_ => 1,
};
}
}
private int = 0;
public override void OnEffectGained(Character character)
{
Skill.IsInEffect = true;
= ;
character.ExMOV += ;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
character.ExMOV -= ;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
= 0;
if (!caster.Effects.Contains(this))
{
GamingQueue?.LastRound.AddApplyEffects(caster, EffectType);
RemainDurationTurn = DurationTurn;
caster.Effects.Add(this);
OnEffectGained(caster);
}
if (GamingQueue != null && GamingQueue.CharacterDecisionPoints.TryGetValue(caster, out DecisionPoints? dp) && dp != null)
{
dp.AddTempActionQuota(CharacterActionType.CastSkill);
}
}
}
}