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新的技能测试
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@ -6,12 +6,11 @@ namespace Milimoe.FunGame.Testing.Effects
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{
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{
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public class 冰霜攻击特效(Skill skill) : Effect(skill)
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public class 冰霜攻击特效(Skill skill) : Effect(skill)
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{
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{
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public override long Id => 1;
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public override long Id => Skill.Id;
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public override string Name => "冰霜攻击";
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public override string Name => "冰霜攻击";
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public override string Description => $"对目标敌人造成 {Calculation.Round4Digits(1.2 * (1 + 1.8 * (Skill.Level - 1))) * 100}%智力 [ {Damage} ] 点{CharacterSet.GetMagicName(MagicType)}。";
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public override string Description => $"对目标敌人造成 {Calculation.Round2Digits(90 + 60 * (Skill.Level - 1))} + {Calculation.Round2Digits((1.2 + 1.8 * (Skill.Level - 1)) * 100)}%智力 [ {Damage} ] 点{CharacterSet.GetMagicName(MagicType)}。";
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public override bool TargetSelf => false;
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public override bool TargetSelf => false;
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public override int TargetCount => 1;
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public override int TargetCount => 1;
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public override MagicType MagicType => MagicType.None;
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private double Damage
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private double Damage
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{
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{
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@ -20,7 +19,7 @@ namespace Milimoe.FunGame.Testing.Effects
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double d = 0;
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double d = 0;
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if (Skill.Character != null)
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if (Skill.Character != null)
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{
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{
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d = Calculation.Round2Digits(1.2 * (1 + 1.8 * (Skill.Level - 1)) * Skill.Character.INT);
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d = Calculation.Round2Digits(90 + 60 * (Skill.Level - 1) + (1.2 + 1.8 * (Skill.Level - 1)) * Skill.Character.INT);
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}
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}
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return d;
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return d;
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}
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}
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@ -6,14 +6,13 @@ namespace Milimoe.FunGame.Testing.Effects
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{
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{
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public class 天赐之力特效(Skill skill) : Effect(skill)
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public class 天赐之力特效(Skill skill) : Effect(skill)
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{
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{
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public override long Id => 1;
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public override long Id => Skill.Id;
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public override string Name => "天赐之力";
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public override string Name => "天赐之力";
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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.Round4Digits((1.2 + (1 + 0.6 * (Skill.Level - 1))) * 100)}% 核心属性 [ {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,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)}% 核心属性 [ {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 bool TargetSelf => false;
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public override int TargetCount => 1;
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public override int TargetCount => 1;
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public override bool Durative => true;
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public override bool Durative => true;
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public override double Duration => 40;
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public override double Duration => 40;
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public override MagicType MagicType => MagicType.Element;
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private double 伤害加成
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private double 伤害加成
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{
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{
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85
Library/Effects/疾风步特效.cs
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85
Library/Effects/疾风步特效.cs
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@ -0,0 +1,85 @@
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Testing.Effects
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{
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public class 疾风步特效(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 => "疾风步";
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public override string Description => $"进入不可选中状态,获得 100 行动速度,持续 {Duration} 时间。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。剩余的持续时间内,提高 15% 闪避率和暴击率。";
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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 => 15 + (2 * (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 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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public override void OnEffectGained(Character character)
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{
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character.IsUnselectable = true;
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Skill.IsInEffect = true;
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character.ExSPD += 100;
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}
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public override void OnEffectLost(Character character)
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{
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Skill.IsInEffect = false;
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if (破隐一击)
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{
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character.ExEvadeRate -= 0.15;
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character.ExCritRate -= 0.15;
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}
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else
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{
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character.IsUnselectable = false;
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}
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character.ExSPD -= 100;
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}
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public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical, out double newDamage)
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{
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if (首次伤害)
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{
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首次伤害 = false;
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newDamage = Calculation.Round2Digits(damage + 伤害加成);
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Console.WriteLine($"[ {character} ] 发动了 [ 疾风步 ] 的特效,获得了 [ {伤害加成} ] 点伤害加成!");
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破隐一击 = true;
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character.ExEvadeRate += 0.15;
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character.ExCritRate += 0.15;
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character.IsUnselectable = false;
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return true;
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}
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else
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{
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newDamage = damage;
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return true;
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}
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}
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public override void OnSkillCasted(ActionQueue queue, Character actor, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
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{
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if (!actor.Effects.Contains(this))
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{
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首次伤害 = true;
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破隐一击 = false;
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RemainDuration = Duration;
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actor.Effects.Add(this);
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OnEffectGained(actor);
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}
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}
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}
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}
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@ -57,6 +57,15 @@ foreach (string moduledll in moduledllsha512.Keys)
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}
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}
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}
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}
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// M = 0, W = 7, P1 = 1, P3 = 1
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// M = 1, W = 6, P1 = 2, P3 = 0
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// M = 2, W = 4, P1 = 0, P3 = 2
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// M = 2, W = 5, P1 = 0, P3 = 0
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// M = 3, W = 3, P1 = 1, P3 = 1
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// M = 4, W = 2, P1 = 2, P3 = 0
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// M = 5, W = 0, P1 = 0, P3 = 2
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// M = 5, W = 1, P1 = 0, P3 = 0
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if (list.Count > 3)
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if (list.Count > 3)
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{
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{
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Console.WriteLine();
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Console.WriteLine();
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@ -100,6 +109,13 @@ if (list.Count > 3)
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c.Skills.Add(大岛特性);
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c.Skills.Add(大岛特性);
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}
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}
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if (c.ToString() == character9.ToString())
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{
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Skill 疾风步 = new 疾风步(c);
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疾风步.Level += 6;
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c.Skills.Add(疾风步);
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}
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Skill 天赐之力 = new 天赐之力(c);
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Skill 天赐之力 = new 天赐之力(c);
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天赐之力.Level += 6;
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天赐之力.Level += 6;
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c.Skills.Add(天赐之力);
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c.Skills.Add(天赐之力);
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@ -5,7 +5,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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{
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public class 冰霜攻击 : Skill
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public class 冰霜攻击 : Skill
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{
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{
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public override long Id => 1;
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public override long Id => 2001;
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public override string Name => "冰霜攻击";
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public override string Name => "冰霜攻击";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => BaseMPCost + (50 * (Level - 1));
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public override double MPCost => BaseMPCost + (50 * (Level - 1));
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@ -5,7 +5,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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{
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public class 大岛特性 : Skill
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public class 大岛特性 : Skill
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{
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{
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public override long Id => 1;
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public override long Id => 5001;
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public override string Name => "大岛特性";
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public override string Name => "大岛特性";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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@ -5,7 +5,7 @@ namespace Milimoe.FunGame.Testing.Skills
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{
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{
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public class 天赐之力 : Skill
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public class 天赐之力 : Skill
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{
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{
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public override long Id => 1;
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public override long Id => 3001;
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public override string Name => "天赐之力";
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public override string Name => "天赐之力";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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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 EPCost => 100;
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20
Library/Skills/疾风步.cs
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20
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Testing.Effects;
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namespace Milimoe.FunGame.Testing.Skills
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{
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public class 疾风步 : Skill
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{
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public override long Id => 4001;
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public override string Name => "疾风步";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double EPCost => 35;
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public override double CD => 35;
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public override double HardnessTime => 5;
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public 疾风步(Character character) : base(true, false, character)
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{
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Effects.Add(new 疾风步特效(this));
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}
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}
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}
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