using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMDF : Effect { public override long Id => (long)EffectID.ExMDF; public override string Name => "魔法抗性加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 实际加成 = 0; private readonly MagicType 魔法类型 = MagicType.None; public override void OnEffectGained(Character character) { if (Durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } character.MDF[魔法类型] += 实际加成; } public override void OnEffectLost(Character character) { character.MDF[魔法类型] -= 实际加成; } public ExMDF(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("mdftype", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && int.TryParse(Values[key].ToString(), out int mdfType)) { if (Enum.IsDefined(typeof(MagicType), mdfType)) { 魔法类型 = (MagicType)mdfType; } else { 魔法类型 = MagicType.None; } } key = Values.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mdfValue)) { 实际加成 = mdfValue; } } } } }