forked from Oshima-Studios/OshimaGameModule
146 lines
6.0 KiB
C#
146 lines
6.0 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 变幻之心 : Skill
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{
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public override long Id => (long)SuperSkillID.变幻之心;
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public override string Name => "变幻之心";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double EPCost => 100;
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public override double CD => 20;
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public override double HardnessTime { get; set; } = 3;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public 变幻之心(Character? character = null) : base(SkillType.SuperSkill, character)
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{
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Effects.Add(new 变幻之心特效(this));
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}
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}
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public class 变幻之心特效(Skill skill) : Effect(skill)
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{
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public override long Id => Skill.Id;
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public override string Name => "变幻之心";
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public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值,同时下 {吸血次数} 次对敌人造成伤害时获得 30% 生命偷取;" +
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$"智力模式下,下 {魔法加成次数} 次魔法伤害提升 {伤害提升 * 100:0.##}%。此技能效果不叠加,重复释放时将重置次数;若是模式切换后重复释放,将回收先前的效果。";
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public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
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private int 吸血次数
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{
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get
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{
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return Level switch
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{
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1 => 3,
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2 => 3,
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3 => 4,
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4 => 4,
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5 => 5,
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6 => 5,
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_ => 3
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};
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}
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}
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private int 魔法加成次数
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{
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get
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{
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return Level switch
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{
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1 => 1,
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2 => 2,
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3 => 2,
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4 => 3,
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5 => 3,
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6 => 4,
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_ => 1
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};
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}
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}
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private double 生命值回复 => 0.25 + 0.03 * (Level - 1);
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private double 伤害提升 => 0.6 + 0.4 * (Level - 1);
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private double 当前吸血次数 = 0;
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private double 当前魔法加成次数 = 0;
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public override void OnEffectGained(Character character)
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{
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if (character.PrimaryAttribute == PrimaryAttribute.STR)
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{
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当前吸血次数 = 吸血次数;
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}
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else if (character.PrimaryAttribute == PrimaryAttribute.INT)
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{
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当前魔法加成次数 = 魔法加成次数;
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}
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}
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public override void OnEffectLost(Character character)
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{
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当前吸血次数 = 0;
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当前魔法加成次数 = 0;
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}
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public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
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{
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if (character == Skill.Character && isMagicDamage && 当前魔法加成次数 > 0)
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{
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当前魔法加成次数--;
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double 实际伤害提升百分比 = 伤害提升;
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double 实际伤害提升 = damage * 实际伤害提升百分比;
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WriteLine($"[ {character} ] 发动了变幻之心!伤害提升了 {实际伤害提升:0.##} 点!变幻之心加成剩余:{当前魔法加成次数} 次。");
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if (当前魔法加成次数 == 0)
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{
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character.Effects.Remove(this);
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OnEffectLost(character);
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}
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return 实际伤害提升;
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}
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return 0;
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}
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && 当前吸血次数 > 0 && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && damage > 0)
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{
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当前吸血次数--;
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double 实际吸血 = damage * 0.3;
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character.HP += 实际吸血;
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WriteLine($"[ {character} ] 发动了变幻之心!回复了 {实际吸血:0.##} 点生命值!变幻之心加成剩余:{当前吸血次数} 次。");
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if (当前吸血次数 == 0)
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{
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character.Effects.Remove(this);
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OnEffectLost(character);
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}
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}
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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{
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IEnumerable<Effect> effects = caster.Effects.Where(e => e is 智慧与力量特效);
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if (effects.Any())
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{
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if (caster.Effects.Contains(this))
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{
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OnEffectLost(caster);
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}
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caster.Effects.Add(this);
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OnEffectGained(caster);
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if (caster.PrimaryAttribute == PrimaryAttribute.STR)
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{
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double 回复的生命 = 生命值回复 * caster.MaxHP;
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HealToTarget(caster, caster, 回复的生命);
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GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.Lifesteal]);
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}
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else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
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{
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GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost]);
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}
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}
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}
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}
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}
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