using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExEvadeRate : Effect { public override long Id => (long)EffectID.ExEvadeRate; public override string Name => "闪避率加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (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; public override void OnEffectGained(Character character) { if (Durative && RemainDuration == 0) { RemainDuration = Duration; } else if (RemainDurationTurn == 0) { RemainDurationTurn = DurationTurn; } character.ExEvadeRate += 实际加成; } public override void OnEffectLost(Character character) { character.ExEvadeRate -= 实际加成; } public ExEvadeRate(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("exer", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exER)) { 实际加成 = exER; } } } } }