forked from Oshima-Studios/OshimaGameModule
35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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{
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public class 百分比回复生命值 : Effect
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"为{Skill.TargetDescription()}回复 {百分比 * 100:0.##}% 最大生命值。{(CanRespawn ? "如果目标已死亡,将复活目标。" : "")}";
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private double 基础回复 { get; set; } = 0.03;
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private double 回复成长 { get; set; } = 0.03;
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private double 百分比 => Skill.Level > 0 ? 基础回复 + 回复成长 * (Skill.Level - 1) : 基础回复;
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private bool CanRespawn { get; set; } = false;
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public 百分比回复生命值(Skill skill, double 基础回复, double 回复成长, bool canRespawn = false) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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this.基础回复 = 基础回复;
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this.回复成长 = 回复成长;
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CanRespawn = canRespawn;
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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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foreach (Character target in targets)
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{
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double heal = 百分比 * target.MaxHP;
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HealToTarget(caster, target, heal, CanRespawn);
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}
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}
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}
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}
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