mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-12-05 00:06:05 +00:00
修改一些参数,和格式化
This commit is contained in:
parent
d88cab8337
commit
1169656ced
@ -13,11 +13,11 @@
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InitializeComponent();
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InitializeChessboard();
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foreach (var panel in chessboardDict.Values)
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{
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panel.MouseEnter += OnCellMouseEnter;
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panel.MouseLeave += OnCellMouseLeave;
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}
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//foreach (var panel in chessboardDict.Values)
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//{
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// panel.MouseEnter += OnCellMouseEnter;
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// panel.MouseLeave += OnCellMouseLeave;
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//}
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string key = "5_9";
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Button b = new Button();
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@ -24,7 +24,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"{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。";
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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。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 30;
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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"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。";
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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。";
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public override bool TargetSelf => true;
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private readonly double 系数 = 0.12;
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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"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}%。";
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public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害再提升 {暴击伤害提升 * 100:0.##}%。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 30;
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@ -38,9 +38,9 @@ namespace Milimoe.FunGame.Testing.Skills
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实际暴击率提升 = 暴击率提升;
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实际暴击伤害提升 = 暴击伤害提升;
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character.ExCritRate += 实际暴击率提升;
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WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:f2}% ] !");
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WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ] !");
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character.ExCritDMG += 实际暴击伤害提升;
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WriteLine($"[ {character} ] 的暴击伤害提升了 [ {实际暴击伤害提升 * 100:f2}% ] !");
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WriteLine($"[ {character} ] 的暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ] !");
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}
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public override void OnEffectLost(Character character)
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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"生命值高于30%时,受到额外的 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 110~140% ] 伤害加成;生命值低于等于30%时,不会受到额外的伤害,仅能获得 [ 上次所受伤害的 35% ] 伤害加成。" +
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$"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}%)";
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$"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.##}%)";
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public override bool TargetSelf => true;
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private double 上次受到的伤害 = 0;
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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"{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。";
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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。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 40;
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@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 100;
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public override double CD => 55 - 3 * (Level - 1);
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public override double HardnessTime => 15;
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public override double HardnessTime => 25;
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public 能量毁灭(Character character) : base(SkillType.SuperSkill, character)
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{
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@ -24,7 +24,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"对所有角色造成 " +
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$"600% 其现有能量值 + {智力系数 * 100:f2}% 智力 [ {智力伤害} ] 的魔法伤害。";
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$"450% 其现有能量值 + {智力系数 * 100:0.##}% 智力 [ {智力伤害} ] 的魔法伤害。";
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public override bool TargetSelf => false;
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public override double TargetRange => 999;
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@ -32,7 +32,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))
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{
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double 额外伤害 = Calculation.Round2Digits(damage * 1.5);
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double 额外伤害 = Calculation.Round2Digits(damage * 0.5);
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damage = Calculation.Round2Digits(damage + 额外伤害);
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}
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}
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@ -23,32 +23,29 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"{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。";
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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。";
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public override bool TargetSelf => false;
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public override int TargetCount => 1;
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public override bool Durative => true;
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public override double Duration => 40;
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private double 伤害加成
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{
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get
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{
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double d = 0;
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if (Skill.Character != null)
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{
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d = Calculation.Round2Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)) * Skill.Character.AGI);
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}
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return d;
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}
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}
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private double 系数 => Calculation.Round4Digits(1.2 * (1 + 0.6 * (Skill.Level - 1)));
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private double 伤害加成 => Calculation.Round2Digits(系数 * Skill.Character?.AGI ?? 0);
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private double 攻击力提升 => Calculation.Round2Digits(0.4 * Skill.Character?.BaseATK ?? 0);
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private double 实际的攻击力提升 = 0;
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public override void OnEffectGained(Character character)
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{
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实际的攻击力提升 = 攻击力提升;
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character.ExATK2 += 实际的攻击力提升;
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character.PhysicalPenetration += 0.3;
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character.ExEvadeRate += 0.25;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExATK2 -= 实际的攻击力提升;
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character.PhysicalPenetration -= 0.3;
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character.ExEvadeRate -= 0.25;
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}
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@ -25,9 +25,22 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"普通攻击硬直时间减少 20%。";
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public override string Description => $"增加 20% 攻击力且普通攻击硬直时间减少 20%。";
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public override bool TargetSelf => true;
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private double 实际增加攻击力 = 0;
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public override void OnEffectGained(Character character)
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{
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实际增加攻击力 = character.BaseATK * 0.2;
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character.ExATK2 += 实际增加攻击力;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExATK2 -= 实际增加攻击力;
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}
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public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
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{
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baseHardnessTime = Calculation.Round2Digits(baseHardnessTime * 0.8);
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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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public override long Id => Skill.Id;
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public override string Name => "魔法涌流";
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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。";
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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。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 25;
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@ -23,23 +23,13 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"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。";
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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。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 12 + (1 * (Level - 1));
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private double 伤害加成
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{
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get
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{
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double d = 0;
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if (Skill.Character != null)
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{
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d = Calculation.Round2Digits((1.5 + 1.5 * (Skill.Level - 1)) * Skill.Character.AGI);
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}
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return d;
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}
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}
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private double 系数 => Calculation.Round4Digits(0.5 + 0.5 * (Skill.Level - 1));
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private double 伤害加成 => Calculation.Round2Digits(系数 * Skill.Character?.AGI ?? 0);
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private bool 首次伤害 { get; set; } = true;
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private bool 破隐一击 { get; set; } = false;
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@ -41,7 +41,7 @@ namespace Milimoe.FunGame.Testing.Skills
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本次提升的力量 = character.AGI - character.STR;
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character.ExSTR += 本次提升的力量;
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character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
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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}!");
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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.##}!");
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}
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public override void OnEffectLost(Character character)
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@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"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。";
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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。";
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public override bool TargetSelf => true;
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private double 敏捷伤害 => Calculation.Round2Digits(敏捷系数 * Skill.Character?.AGI ?? 0);
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@ -25,7 +25,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"每时间提升 5.5% 所有伤害,无上限,但受到伤害时效果清零。" + (累计伤害 > 0 ? $"(当前总提升:{累计伤害 * 100:f2}%)" : "");
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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。" + (累计伤害 > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%)" : "");
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public override bool TargetSelf => true;
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private readonly double 伤害提升 = 0.055;
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@ -53,7 +53,7 @@ namespace Milimoe.FunGame.Testing.Skills
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public override void OnTimeElapsed(Character character, double eapsed)
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{
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累计伤害 = Calculation.Round4Digits(累计伤害 + 伤害提升 * eapsed);
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WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:f2}%。");
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WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:0.##}%。");
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}
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}
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}
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@ -23,7 +23,7 @@ namespace Milimoe.FunGame.Testing.Skills
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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 => $"{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。";
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public override string Description => $"{Duration} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升} ]。此技能会消耗至少 100 点能量。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => Calculation.Round2Digits(16 + 释放时的能量值 * 0.03);
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@ -37,7 +37,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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实际敏捷提升 = 敏捷提升;
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character.ExAGI += 实际敏捷提升;
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WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:f2}% [ {实际敏捷提升} ] !");
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WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:0.##}% [ {实际敏捷提升} ] !");
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}
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public override void OnEffectLost(Character character)
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