using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class RecoverHP2 : Effect { public override long Id => (long)EffectID.RecoverHP2; public override string Name => "立即回复生命值"; public override string Description => $"立即回复{Skill.TargetDescription()} {回复比例 * 100:0.##}% 最大生命值({(能复活 ? "" : "不")}可用于复活)。" + (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 override EffectType EffectType { get; set; } = EffectType.Item; private readonly double 回复比例 = 0; private readonly bool 能复活 = false; public RecoverHP2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) { string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp) && hp > 0) { 回复比例 = hp; } key = Values.Keys.FirstOrDefault(s => s.Equals("respawn", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && bool.TryParse(Values[key].ToString(), out bool respawn) && respawn) { 能复活 = respawn; } } } public override void OnSkillCasted(Character caster, List targets, Dictionary others) { foreach (Character target in targets) { HealToTarget(caster, target, 回复比例 * (target?.MaxHP ?? 0), 能复活); } } public override void OnSkillCasted(User user, List targets, Dictionary others) { foreach (Character target in targets) { target.HP += 回复比例 * (target?.MaxHP ?? 0); } } } }