using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects { public class 易伤 : Effect { public override long Id => (long)PassiveEffectID.易伤; public override string Name => "易伤"; public override string Description => $"此角色处于易伤状态,额外受到 {_exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(_damageType)}。来自:[ {Source} ] 的 [ {Skill.Name} ]"; public override EffectType EffectType => EffectType.Vulnerable; public override bool IsDebuff => true; public override Character Source => _sourceCharacter; public override bool Durative => _durative; public override double Duration => _duration; public override int DurationTurn => _durationTurn; private readonly DamageType _damageType; private readonly Character _targetCharacter; private readonly Character _sourceCharacter; private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; private readonly double _exDamagePercent; public 易伤(Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1, DamageType damageType = DamageType.Magical, double exDamagePercent = 0) : base(skill) { GamingQueue = skill.GamingQueue; _targetCharacter = targetCharacter; _sourceCharacter = sourceCharacter; _durative = durative; _duration = duration; _durationTurn = durationTurn; _damageType = damageType; _exDamagePercent = exDamagePercent; } public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary totalDamageBonus) { if (enemy == _targetCharacter && damageType == _damageType) { return damage * _exDamagePercent; } return 0; } public override void OnEffectGained(Character character) { if (_durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } AddEffectTypeToCharacter(character, [EffectType.Vulnerable]); } public override void OnEffectLost(Character character) { RemoveEffectTypesFromCharacter(character); } } }