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* 特效底层支持直接修改硬直时间;添加驱散类型 * 添加 debuff * 明确了驱散定义;添加助攻窗口期;修改预释放爆发技为不可驱散;预释放爆发技一定是最先行动;修复复活时导致硬直时间变成负数的问题 * 调整驱散描述 * 实现驱散系统;修复角色百分比公式错误;添加非伤害类助攻;添加辅助数据统计;修改一些文本显示 * 添加免疫、吸血、护盾机制 * 继续完善免疫和驱散、护盾和特效钩子等 * 添加新特效类型
197 lines
5.8 KiB
C#
197 lines
5.8 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// 角色的魔法抗性,对不同的魔法类型有不同抗性
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/// </summary>
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public class MagicResistance
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{
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/// <summary>
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/// 无属性魔法抗性
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/// </summary>
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public double None { get; set; } = 0;
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/// <summary>
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/// 星痕魔法抗性
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/// </summary>
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public double Starmark { get; set; } = 0;
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/// <summary>
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/// 纯粹结晶魔法抗性
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/// </summary>
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public double PurityNatural { get; set; } = 0;
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/// <summary>
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/// 纯现代结晶魔法抗性
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/// </summary>
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public double PurityContemporary { get; set; } = 0;
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/// <summary>
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/// 光魔法抗性
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/// </summary>
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public double Bright { get; set; } = 0;
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/// <summary>
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/// 影魔法抗性
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/// </summary>
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public double Shadow { get; set; } = 0;
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/// <summary>
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/// 元素魔法抗性
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/// </summary>
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public double Element { get; set; } = 0;
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/// <summary>
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/// 紫宛魔法抗性
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/// </summary>
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public double Fleabane { get; set; } = 0;
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/// <summary>
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/// 时空魔法抗性
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/// </summary>
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public double Particle { get; set; } = 0;
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/// <summary>
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/// 平均魔法抗性
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/// </summary>
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public double Avg
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{
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get
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{
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double mdf = Calculation.Round4Digits((None + Starmark + PurityNatural + PurityContemporary + Bright + Shadow + Element + Fleabane + Particle) / 9) * 100;
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if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
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return mdf;
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}
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}
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/// <summary>
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/// 获取或设置抗性值
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public double this[MagicType type]
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{
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get
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{
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return type switch
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{
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MagicType.Starmark => Starmark,
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MagicType.PurityNatural => PurityNatural,
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MagicType.PurityContemporary => PurityContemporary,
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MagicType.Bright => Bright,
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MagicType.Shadow => Shadow,
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MagicType.Element => Element,
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MagicType.Fleabane => Fleabane,
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MagicType.Particle => Particle,
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_ => None
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};
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}
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set
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{
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switch (type)
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{
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case MagicType.Starmark:
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Starmark = value;
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break;
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case MagicType.PurityNatural:
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PurityNatural = value;
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break;
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case MagicType.PurityContemporary:
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PurityContemporary = value;
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break;
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case MagicType.Bright:
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Bright = value;
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break;
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case MagicType.Shadow:
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Shadow = value;
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break;
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case MagicType.Element:
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Element = value;
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break;
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case MagicType.Fleabane:
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Fleabane = value;
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break;
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case MagicType.Particle:
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Particle = value;
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break;
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default:
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None = value;
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break;
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}
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}
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}
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/// <summary>
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/// 对所有抗性赋值
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/// </summary>
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/// <param name="value"></param>
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/// <param name="assignment"></param>
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public void SetAllValue(double value, bool assignment = true)
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{
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if (assignment)
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{
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None = value;
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Particle = value;
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Fleabane = value;
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Element = value;
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Shadow = value;
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Bright = value;
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PurityContemporary = value;
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PurityNatural = value;
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Starmark = value;
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}
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else
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{
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None += value;
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Particle += value;
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Fleabane += value;
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Element += value;
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Shadow += value;
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Bright += value;
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PurityContemporary += value;
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PurityNatural += value;
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Starmark += value;
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}
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}
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/// <summary>
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/// 增加所有抗性,传入负数来减少
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/// </summary>
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/// <param name="value"></param>
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public void AddAllValue(double value)
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{
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None += value;
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Particle += value;
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Fleabane += value;
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Element += value;
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Shadow += value;
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Bright += value;
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PurityContemporary += value;
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PurityNatural += value;
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Starmark += value;
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}
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/// <summary>
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/// 复制一个魔法抗性对象
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/// </summary>
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/// <returns></returns>
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public MagicResistance Copy()
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{
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return new()
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{
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None = None,
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Starmark = Starmark,
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PurityNatural = PurityNatural,
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PurityContemporary = PurityContemporary,
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Bright = Bright,
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Shadow = Shadow,
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Element = Element,
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Fleabane = Fleabane,
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Particle = Particle
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};
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}
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}
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}
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