54 lines
2.4 KiB
C#

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 ? "" : "")}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 = 0;
private readonly bool = false;
public RecoverHP2(Skill skill, Dictionary<string, object> 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)
{
= hp;
}
key = Values.Keys.FirstOrDefault(s => s.Equals("respawn", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && bool.TryParse(Values[key].ToString(), out bool respawn) && respawn)
{
= respawn;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character target in targets)
{
HealToTarget(caster, target, * (target?.MaxHP ?? 0), );
}
}
public override void OnSkillCasted(User user, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character target in targets)
{
target.HP += * (target?.MaxHP ?? 0);
}
}
}
}