修改一些参数,和格式化

This commit is contained in:
milimoe 2024-09-14 01:10:00 +08:00
parent d88cab8337
commit 1169656ced
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
16 changed files with 49 additions and 49 deletions

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@ -13,11 +13,11 @@
InitializeComponent(); InitializeComponent();
InitializeChessboard(); InitializeChessboard();
foreach (var panel in chessboardDict.Values) //foreach (var panel in chessboardDict.Values)
{ //{
panel.MouseEnter += OnCellMouseEnter; // panel.MouseEnter += OnCellMouseEnter;
panel.MouseLeave += OnCellMouseLeave; // panel.MouseLeave += OnCellMouseLeave;
} //}
string key = "5_9"; string key = "5_9";
Button b = new Button(); Button b = new Button();

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@ -24,7 +24,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"{Duration} 秒内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:f2}% 吸血每层。"; public override string Description => $"{Duration} 秒内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 30; public override double Duration => 30;

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:f2}% 最大生命值的物理伤害。"; public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
private readonly double = 0.12; private readonly double = 0.12;

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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:f2}%,暴击伤害再提升 {暴击伤害提升 * 100:f2}%。"; public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害再提升 {暴击伤害提升 * 100:0.##}%。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 30; public override double Duration => 30;
@ -38,9 +38,9 @@ namespace Milimoe.FunGame.Testing.Skills
= ; = ;
= ; = ;
character.ExCritRate += ; character.ExCritRate += ;
WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:f2}% ] "); WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ] ");
character.ExCritDMG += ; character.ExCritDMG += ;
WriteLine($"[ {character} ] 的暴击伤害提升了 [ {实际暴击伤害提升 * 100:f2}% ] "); WriteLine($"[ {character} ] 的暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ] ");
} }
public override void OnEffectLost(Character character) public override void OnEffectLost(Character character)

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"生命值高于30%时,受到额外的 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 110~140% ] 伤害加成生命值低于等于30%时,不会受到额外的伤害,仅能获得 [ 上次所受伤害的 35% ] 伤害加成。" + public override string Description => $"生命值高于30%时,受到额外的 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 110~140% ] 伤害加成生命值低于等于30%时,不会受到额外的伤害,仅能获得 [ 上次所受伤害的 35% ] 伤害加成。" +
$"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:f2}% 伤害加成。(当前伤害加成:{伤害加成 * 100:f2}%"; $"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。(当前伤害加成:{伤害加成 * 100:0.##}%";
public override bool TargetSelf => true; public override bool TargetSelf => true;
private double = 0; private double = 0;

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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"{Duration} 秒内普通攻击转为魔法伤害且硬直时间减少50%,并基于 {智力系数 * 100:f2}% 智力 [{智力加成}] 强化普通攻击伤害。"; public override string Description => $"{Duration} 秒内普通攻击转为魔法伤害且硬直时间减少50%,并基于 {智力系数 * 100:0.##}% 智力 [{智力加成}] 强化普通攻击伤害。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 40; public override double Duration => 40;

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@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100; public override double EPCost => 100;
public override double CD => 55 - 3 * (Level - 1); public override double CD => 55 - 3 * (Level - 1);
public override double HardnessTime => 15; public override double HardnessTime => 25;
public (Character character) : base(SkillType.SuperSkill, character) public (Character character) : base(SkillType.SuperSkill, character)
{ {
@ -24,7 +24,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"对所有角色造成 " + public override string Description => $"对所有角色造成 " +
$"600% 其现有能量值 + {智力系数 * 100:f2}% 智力 [ {智力伤害} ] 的魔法伤害。"; $"450% 其现有能量值 + {智力系数 * 100:0.##}% 智力 [ {智力伤害} ] 的魔法伤害。";
public override bool TargetSelf => false; public override bool TargetSelf => false;
public override double TargetRange => 999; public override double TargetRange => 999;

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@ -32,7 +32,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP)) if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))
{ {
double = Calculation.Round2Digits(damage * 1.5); double = Calculation.Round2Digits(damage * 0.5);
damage = Calculation.Round2Digits(damage + ); damage = Calculation.Round2Digits(damage + );
} }
} }

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@ -23,32 +23,29 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"{Duration} 时间内,获得 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {Calculation.Round2Digits((1.2 + (1 + 0.6 * (Skill.Level - 1))) * 100)}% 敏捷 [ {伤害加成} ] 强化普通攻击的伤害。"; public override string Description => $"{Duration} 时间内,增加 40% 攻击力 [ {攻击力提升} ]、30% 物理穿透和 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {系数 * 100:0.##}% 敏捷 [ {伤害加成} ] 强化普通攻击的伤害。";
public override bool TargetSelf => false; public override bool TargetSelf => false;
public override int TargetCount => 1; public override int TargetCount => 1;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 40; public override double Duration => 40;
private double private double => Calculation.Round4Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)));
{ private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0);
get private double => Calculation.Round2Digits(0.4 * Skill.Character?.BaseATK ?? 0);
{ private double = 0;
double d = 0;
if (Skill.Character != null)
{
d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.AGI);
}
return d;
}
}
public override void OnEffectGained(Character character) public override void OnEffectGained(Character character)
{ {
= ;
character.ExATK2 += ;
character.PhysicalPenetration += 0.3;
character.ExEvadeRate += 0.25; character.ExEvadeRate += 0.25;
} }
public override void OnEffectLost(Character character) public override void OnEffectLost(Character character)
{ {
character.ExATK2 -= ;
character.PhysicalPenetration -= 0.3;
character.ExEvadeRate -= 0.25; character.ExEvadeRate -= 0.25;
} }

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@ -25,9 +25,22 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"普通攻击硬直时间减少 20%。"; public override string Description => $"增加 20% 攻击力且普通攻击硬直时间减少 20%。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseATK * 0.2;
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected) public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{ {
baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8); baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);

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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => "魔法涌流"; public override string Name => "魔法涌流";
public override string Description => $"{Duration} 秒内,增加所有伤害的 {减伤比例 * 100:f2}% 伤害减免,并将普通攻击转为魔法伤害,可叠加魔法震荡的效果。"; public override string Description => $"{Duration} 秒内,增加所有伤害的 {减伤比例 * 100:0.##}% 伤害减免,并将普通攻击转为魔法伤害,可叠加魔法震荡的效果。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 25; public override double Duration => 25;

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@ -23,23 +23,13 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * 100)}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。"; public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成} ] 的强化伤害,并解除不可选中状态。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => 12 + (1 * (Level - 1)); public override double Duration => 12 + (1 * (Level - 1));
private double private double => Calculation.Round4Digits(0.5 + 0.5 * (Skill.Level - 1));
{ private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0);
get
{
double d = 0;
if (Skill.Character != null)
{
d = Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * Skill.Character.AGI);
}
return d;
}
}
private bool { get; set; } = true; private bool { get; set; } = true;
private bool { get; set; } = false; private bool { get; set; } = false;

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@ -41,7 +41,7 @@ namespace Milimoe.FunGame.Testing.Skills
= character.AGI - character.STR; = character.AGI - character.STR;
character.ExSTR += ; character.ExSTR += ;
character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
WriteLine($"[ {character} ] 敏捷提升了 {本次提升的敏捷:f2},力量提升了 {本次提升的力量:f2}"); WriteLine($"[ {character} ] 敏捷提升了 {本次提升的敏捷:0.##},力量提升了 {本次提升的力量:0.##}");
} }
public override void OnEffectLost(Character character) public override void OnEffectLost(Character character)

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@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:f2}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。"; public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0); private double => Calculation.Round2Digits( * Skill.Character?.AGI ?? 0);

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@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"每时间提升 5.5% 所有伤害,无上限,但受到伤害时效果清零。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:f2}%" : ""); public override string Description => $"每时间提升 5.5% 所有伤害,无上限,但受到伤害时效果清零。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%" : "");
public override bool TargetSelf => true; public override bool TargetSelf => true;
private readonly double = 0.055; private readonly double = 0.055;
@ -53,7 +53,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override void OnTimeElapsed(Character character, double eapsed) public override void OnTimeElapsed(Character character, double eapsed)
{ {
= Calculation.Round4Digits( + * eapsed); = Calculation.Round4Digits( + * eapsed);
WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:f2}%。"); WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:0.##}%。");
} }
} }
} }

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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
public override long Id => Skill.Id; public override long Id => Skill.Id;
public override string Name => Skill.Name; public override string Name => Skill.Name;
public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:f2}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。"; public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。";
public override bool TargetSelf => true; public override bool TargetSelf => true;
public override bool Durative => true; public override bool Durative => true;
public override double Duration => Calculation.Round2Digits(16 + * 0.03); public override double Duration => Calculation.Round2Digits(16 + * 0.03);
@ -37,7 +37,7 @@ namespace Milimoe.FunGame.Testing.Skills
{ {
= ; = ;
character.ExAGI += ; character.ExAGI += ;
WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:f2}% [ {实际敏捷提升} ] "); WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:0.##}% [ {实际敏捷提升} ] ");
} }
public override void OnEffectLost(Character character) public override void OnEffectLost(Character character)