2025-07-03 22:37:59 +08:00

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : Effect
{
public override long Id => (long)PassiveEffectID.;
public override string Name => "虚弱";
public override string Description => $"此角色处于虚弱状态,伤害降低 {_damageReductionPercent * 100:0.##}%" +
$"物理护甲降低 {_DEFReductionPercent * 100:0.##}%,魔法抗性降低 {_MDFReductionPercent * 100:0.##}%,治疗效果降低 {_healingReductionPercent * 100:0.##}%。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Weaken;
public override DispelledType DispelledType => DispelledType.Weak;
public override bool IsDebuff => true;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;
public override int DurationTurn => _durationTurn;
private readonly Character _targetCharacter;
private readonly Character _sourceCharacter;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly double _damageReductionPercent;
private readonly double _DEFReductionPercent;
private readonly double _MDFReductionPercent;
private readonly double _healingReductionPercent;
public (Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
double damageReductionPercent = 0, double DEFReductionPercent = 0, double MDFReductionPercent = 0, double healingReductionPercent = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_damageReductionPercent = damageReductionPercent;
_DEFReductionPercent = DEFReductionPercent;
_MDFReductionPercent = MDFReductionPercent;
_healingReductionPercent = healingReductionPercent;
}
public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
if (character == _targetCharacter)
{
return -(damage * _damageReductionPercent);
}
return 0;
}
public override double AlterHealValueBeforeHealToTarget(Character actor, Character target, double heal, ref bool canRespawn, Dictionary<Effect, double> totalHealBonus)
{
if (target == _targetCharacter)
{
return -(heal * _healingReductionPercent);
}
return 0;
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
character.ExDEFPercentage -= _DEFReductionPercent;
character.MDF[character.MagicType] -= _MDFReductionPercent;
AddEffectTypeToCharacter(character, [EffectType.Weaken, EffectType.GrievousWound]);
}
public override void OnEffectLost(Character character)
{
character.ExDEFPercentage += _DEFReductionPercent;
character.MDF[character.MagicType] += _MDFReductionPercent;
RemoveEffectTypesFromCharacter(character);
}
}
}