forked from Oshima-Studios/OshimaGameModule
68 lines
2.8 KiB
C#
68 lines
2.8 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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{
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public class 易伤 : Effect
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{
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public override long Id => (long)PassiveEffectID.易伤;
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public override string Name => "易伤";
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public override string Description => $"此角色处于易伤状态,额外受到 {_exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(_damageType)}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Vulnerable;
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public override bool IsDebuff => true;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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public override int DurationTurn => _durationTurn;
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private readonly DamageType _damageType;
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private readonly Character _targetCharacter;
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private readonly Character _sourceCharacter;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly int _durationTurn;
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private readonly double _exDamagePercent;
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public 易伤(Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
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DamageType damageType = DamageType.Magical, double exDamagePercent = 0) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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_targetCharacter = targetCharacter;
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_sourceCharacter = sourceCharacter;
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_durative = durative;
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_duration = duration;
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_durationTurn = durationTurn;
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_damageType = damageType;
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_exDamagePercent = exDamagePercent;
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}
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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)
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{
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if (enemy == _targetCharacter && damageType == _damageType)
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{
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return damage * _exDamagePercent;
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}
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return 0;
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}
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public override void OnEffectGained(Character character)
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{
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if (_durative && RemainDuration == 0)
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{
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RemainDuration = Duration;
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}
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else if (RemainDurationTurn == 0)
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{
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RemainDurationTurn = DurationTurn;
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}
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AddEffectTypeToCharacter(character, [EffectType.Vulnerable]);
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}
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public override void OnEffectLost(Character character)
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{
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RemoveEffectTypesFromCharacter(character);
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}
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}
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}
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