using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; namespace Oshima.FunGame.OshimaModules.Skills { public class 风之守护 : Skill { public override long Id => (long)MagicID.风之守护; public override string Name => "风之守护"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override double MPCost => Level > 0 ? 75 + (80 * (Level - 1)) : 75; public override double CD => Level > 0 ? 60 - (0.5 * (Level - 1)) : 60; public override double CastTime => Level > 0 ? 4 + (1 * (Level - 1)) : 4; public override double HardnessTime { get; set; } = 3; public override bool CanSelectSelf => true; public override bool CanSelectEnemy => false; public override bool CanSelectTeammate => true; public override int CanSelectTargetCount => 1; public 风之守护(Character? character = null) : base(SkillType.Magic, character) { Effects.Add(new 风之守护特效(this, false, 0, 4)); } } public class 风之守护特效 : Effect { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {CritRate * 100:0.##}% 暴击率和 {EvadeRate * 100:0.##}% 闪避率,持续 {持续时间}。"; public override EffectType EffectType => EffectType.CritBoost; public override DispelledType DispelledType => DispelledType.Weak; private string 持续时间 => _durative && _duration > 0 ? 实际持续时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}"); private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0); private readonly bool _durative; private readonly double _duration; private readonly int _durationTurn; private readonly double _levelGrowth; private double CritRate => Level > 0 ? 0.03 + 0.03 * (Level - 1) : 0.03; private double EvadeRate => Level > 0 ? 0.02 + 0.02 * (Level - 1) : 0.02; public 风之守护特效(Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0) : base(skill) { GamingQueue = skill.GamingQueue; _durative = durative; _duration = duration; _durationTurn = durationTurn; _levelGrowth = levelGrowth; } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character target in targets) { WriteLine($"[ {target} ] 的暴击率提升了 {CritRate * 100:0.##}%,闪避率提升了 {EvadeRate * 100:0.##}%!持续时间:{持续时间}!"); ExCritRate e = new(Skill, new() { { "excr", CritRate } }, caster); target.Effects.Add(e); if (_durative && _duration > 0) { e.Durative = true; e.Duration = 实际持续时间; e.RemainDuration = 实际持续时间; } else if (!_durative && _durationTurn > 0) { e.Durative = false; e.DurationTurn = (int)实际持续时间; e.RemainDurationTurn = (int)实际持续时间; } e.EffectType = EffectType.CritBoost; e.Source = caster; e.OnEffectGained(target); ExEvadeRate e2 = new(Skill, new() { { "exer", EvadeRate } }, caster); target.Effects.Add(e2); if (_durative && _duration > 0) { e2.Durative = true; e2.Duration = 实际持续时间; e2.RemainDuration = 实际持续时间; } else if (!_durative && _durationTurn > 0) { e2.Durative = false; e2.DurationTurn = (int)实际持续时间; e2.RemainDurationTurn = (int)实际持续时间; } e2.EffectType = EffectType.EvadeBoost; e2.Source = caster; e2.OnEffectGained(target); GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.CritBoost, EffectType.EvadeBoost]); } } } }