56 lines
3.4 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对{TargetDescription}造成虚弱 {虚弱时间},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.##}%。";
public override DispelledType DispelledType => DispelledType.Weak;
public string TargetDescription => Skill.SelectAllEnemies ? "敌方全体角色" : $"目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人";
private string => _durative && _duration > 0 ? + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
private double => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly double _levelGrowth;
private readonly double _damageReductionPercent;
private readonly double _DEFReductionPercent;
private readonly double _MDFReductionPercent;
private readonly double _healingReductionPercent;
public (Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0,
double damageReductionPercent = 0, double DEFReductionPercent = 0, double MDFReductionPercent = 0, double healingReductionPercent = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_levelGrowth = levelGrowth;
_damageReductionPercent = damageReductionPercent;
_DEFReductionPercent = DEFReductionPercent;
_MDFReductionPercent = MDFReductionPercent;
_healingReductionPercent = healingReductionPercent;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character enemy in targets)
{
WriteLine($"[ {caster} ] 对 [ {enemy} ] 造成了虚弱!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.##}%!持续时间:{虚弱时间}");
e = new(Skill, enemy, caster, _durative, _duration, _durationTurn, _damageReductionPercent, _DEFReductionPercent, _MDFReductionPercent, _healingReductionPercent);
enemy.Effects.Add(e);
e.OnEffectGained(enemy);
GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]);
}
}
}
}