diff --git a/Library/Effects/EffectID.cs b/Library/Effects/EffectID.cs
deleted file mode 100644
index f589027..0000000
--- a/Library/Effects/EffectID.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public enum EffectID : long
- {
- ///
- /// 数值攻击力,参数:exatk
- ///
- ExATK = 8001,
-
- ///
- /// 数值物理护甲,参数:exdef
- ///
- ExDEF = 8002,
-
- ///
- /// 数值力量,参数:exstr
- ///
- ExSTR = 8003,
-
- ///
- /// 数值敏捷,参数:exagi
- ///
- ExAGI = 8004,
-
- ///
- /// 数值智力,参数:exint
- ///
- ExINT = 8005,
-
- ///
- /// 数值技能硬直时间减少,参数:shtr
- ///
- SkillHardTimeReduce = 8006,
-
- ///
- /// 数值普攻硬直时间减少,参数:nahtr
- ///
- NormalAttackHardTimeReduce = 8007,
-
- ///
- /// 加速系数%,参数:exacc
- ///
- AccelerationCoefficient = 8008,
-
- ///
- /// 数值行动速度,参数:exspd
- ///
- ExSPD = 8009,
-
- ///
- /// 行动系数%,参考:exac
- ///
- ExActionCoefficient = 8010,
-
- ///
- /// 冷却缩减%,参数:excdr
- ///
- ExCDR = 8011,
-
- ///
- /// 数值生命值,参数:exhp
- ///
- ExMaxHP = 8012,
-
- ///
- /// 数值魔法值,参数:exmp
- ///
- ExMaxMP = 8013,
-
- ///
- /// 暴击率%,参数:excr
- ///
- ExCritRate = 8014,
-
- ///
- /// 暴击伤害%,参数:excrd
- ///
- ExCritDMG = 8015,
-
- ///
- /// 闪避率%,参数:exer
- ///
- ExEvadeRate = 8016,
-
- ///
- /// 物理穿透%,参数:exppt
- ///
- PhysicalPenetration = 8017,
-
- ///
- /// 魔法穿透%,参数:exmpt
- ///
- MagicalPenetration = 8018,
-
- ///
- /// 物理伤害减免%,参数:expdr
- ///
- ExPDR = 8019,
-
- ///
- /// 魔法抗性%
- /// 参数:
- /// 魔法类型(对应MagicType,0为所有):mdftype
- /// 魔法抗性%:mdfvalue
- ///
- ExMDF = 8020,
-
- ///
- /// 数值生命回复,参数:exhr
- ///
- ExHR = 8021,
-
- ///
- /// 数值魔法回复,参数:exmr
- ///
- ExMR = 8022,
-
- ///
- /// 攻击力%,参数:exatk
- ///
- ExATK2 = 8023,
-
- ///
- /// 物理护甲%,参数:exdef
- ///
- ExDEF2 = 8024,
-
- ///
- /// 力量%,参数:exstr
- ///
- ExSTR2 = 8025,
-
- ///
- /// 敏捷%,参数:exagi
- ///
- ExAGI2 = 8026,
-
- ///
- /// 智力%,参数:exint
- ///
- ExINT2 = 8027,
-
- ///
- /// 技能硬直时间减少%,参数:shtr
- ///
- SkillHardTimeReduce2 = 8028,
-
- ///
- /// 普攻硬直时间减少%,参数:nahtr
- ///
- NormalAttackHardTimeReduce2 = 8029,
-
- ///
- /// 最大生命值%,参数:exhp
- ///
- ExMaxHP2 = 8030,
-
- ///
- /// 最大魔法值%,参数:exmp
- ///
- ExMaxMP2 = 8031,
- }
-}
diff --git a/Library/Effects/ItemEffects/冷却缩减加成.cs b/Library/Effects/ItemEffects/冷却缩减加成.cs
deleted file mode 100644
index 7521691..0000000
--- a/Library/Effects/ItemEffects/冷却缩减加成.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.ItemEffects
-{
- public class 冷却缩减加成 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"增加角色 {实际冷却缩减加成 * 100:0.##}% 冷却缩减。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际冷却缩减加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExCDR += 实际冷却缩减加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCDR -= 实际冷却缩减加成;
- }
-
- public 冷却缩减加成(Skill skill, double exCdr, Character? source = null, Item? item = null) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- 实际冷却缩减加成 = exCdr;
- Source = source;
- Item = item;
- }
- }
-}
diff --git a/Library/Effects/ItemEffects/技能硬直时间减少.cs b/Library/Effects/ItemEffects/技能硬直时间减少.cs
deleted file mode 100644
index 1aad4e7..0000000
--- a/Library/Effects/ItemEffects/技能硬直时间减少.cs
+++ /dev/null
@@ -1,51 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.ItemEffects
-{
- public class 技能硬直时间减少 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际硬直时间减少 = 2;
-
- public override void OnEffectGained(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime -= 实际硬直时间减少;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime -= 实际硬直时间减少;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime += 实际硬直时间减少;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime += 实际硬直时间减少;
- }
- }
-
- public 技能硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- 实际硬直时间减少 = reduce;
- Source = source;
- Item = item;
- }
- }
-}
diff --git a/Library/Effects/ItemEffects/攻击力加成.cs b/Library/Effects/ItemEffects/攻击力加成.cs
deleted file mode 100644
index bf7558a..0000000
--- a/Library/Effects/ItemEffects/攻击力加成.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.ItemEffects
-{
- public class 攻击力加成 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"增加角色 {实际攻击力加成:0.##} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际攻击力加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExATK2 += 实际攻击力加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExATK2 -= 实际攻击力加成;
- }
-
- public 攻击力加成(Skill skill, double exATK, Character? source = null, Item? item = null) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- 实际攻击力加成 = exATK;
- Source = source;
- Item = item;
- }
- }
-}
diff --git a/Library/Effects/ItemEffects/普攻硬直时间减少.cs b/Library/Effects/ItemEffects/普攻硬直时间减少.cs
deleted file mode 100644
index c7b6a0a..0000000
--- a/Library/Effects/ItemEffects/普攻硬直时间减少.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.ItemEffects
-{
- public class 普攻硬直时间减少 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际硬直时间减少 = 2;
-
- public override void OnEffectGained(Character character)
- {
- character.NormalAttack.HardnessTime -= 实际硬直时间减少;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.NormalAttack.HardnessTime += 实际硬直时间减少;
- }
-
- public 普攻硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- 实际硬直时间减少 = reduce;
- Source = source;
- Item = item;
- }
- }
-}
diff --git a/Library/Effects/ItemEffects/物理护甲加成.cs b/Library/Effects/ItemEffects/物理护甲加成.cs
deleted file mode 100644
index 62d6f69..0000000
--- a/Library/Effects/ItemEffects/物理护甲加成.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.ItemEffects
-{
- public class 物理护甲加成 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"增加角色 {实际物理护甲加成:0.##} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际物理护甲加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExDEF2 += 实际物理护甲加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExDEF2 -= 实际物理护甲加成;
- }
-
- public 物理护甲加成(Skill skill, double exDef, Character? source = null, Item? item = null) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- 实际物理护甲加成 = exDef;
- Source = source;
- Item = item;
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/AccelerationCoefficient.cs b/Library/Effects/OpenEffects/AccelerationCoefficient.cs
deleted file mode 100644
index 4d1ca5f..0000000
--- a/Library/Effects/OpenEffects/AccelerationCoefficient.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class AccelerationCoefficient : Effect
- {
- public override long Id => (long)EffectID.AccelerationCoefficient;
- public override string Name => "加速系数加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 加速系数。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.AccelerationCoefficient += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.AccelerationCoefficient -= 实际加成;
- }
-
- public AccelerationCoefficient(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exACC))
- {
- 实际加成 = exACC;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExAGI.cs b/Library/Effects/OpenEffects/ExAGI.cs
deleted file mode 100644
index 09b4574..0000000
--- a/Library/Effects/OpenEffects/ExAGI.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExAGI : Effect
- {
- public override long Id => (long)EffectID.ExAGI;
- public override string Name => "敏捷加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点敏捷。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExAGI += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExAGI -= 实际加成;
- }
-
- public ExAGI(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAGI))
- {
- 实际加成 = exAGI;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExAGI2.cs b/Library/Effects/OpenEffects/ExAGI2.cs
deleted file mode 100644
index 3551893..0000000
--- a/Library/Effects/OpenEffects/ExAGI2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExAGI2 : Effect
- {
- public override long Id => (long)EffectID.ExAGI2;
- public override string Name => "敏捷加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点敏捷。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseAGI * 加成比例;
- character.ExAGI += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExAGI -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExAGI2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAGI))
- {
- 加成比例 = exAGI;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExATK.cs b/Library/Effects/OpenEffects/ExATK.cs
deleted file mode 100644
index 3ca13f2..0000000
--- a/Library/Effects/OpenEffects/ExATK.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExATK : Effect
- {
- public override long Id => (long)EffectID.ExATK;
- public override string Name => "攻击力加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExATK2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExATK2 -= 实际加成;
- }
-
- public ExATK(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exATK))
- {
- 实际加成 = exATK;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExATK2.cs b/Library/Effects/OpenEffects/ExATK2.cs
deleted file mode 100644
index 2b15805..0000000
--- a/Library/Effects/OpenEffects/ExATK2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExATK2 : Effect
- {
- public override long Id => (long)EffectID.ExATK2;
- public override string Name => "攻击力加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseATK * 加成比例;
- character.ExATK2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExATK2 -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExATK2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exATK))
- {
- 加成比例 = exATK;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExActionCoefficient.cs b/Library/Effects/OpenEffects/ExActionCoefficient.cs
deleted file mode 100644
index 1f9a703..0000000
--- a/Library/Effects/OpenEffects/ExActionCoefficient.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExActionCoefficient : Effect
- {
- public override long Id => (long)EffectID.ExActionCoefficient;
- public override string Name => "行动系数加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 行动系数。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExActionCoefficient += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExActionCoefficient -= 实际加成;
- }
-
- public ExActionCoefficient(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exac", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAC))
- {
- 实际加成 = exAC;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExCDR.cs b/Library/Effects/OpenEffects/ExCDR.cs
deleted file mode 100644
index 348dbbc..0000000
--- a/Library/Effects/OpenEffects/ExCDR.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExCDR : Effect
- {
- public override long Id => (long)EffectID.ExCDR;
- public override string Name => "冷却缩减加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 冷却缩减。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExCDR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCDR -= 实际加成;
- }
-
- public ExCDR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("excdr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCDR))
- {
- 实际加成 = exCDR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExCritDMG.cs b/Library/Effects/OpenEffects/ExCritDMG.cs
deleted file mode 100644
index 123c123..0000000
--- a/Library/Effects/OpenEffects/ExCritDMG.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExCritDMG : Effect
- {
- public override long Id => (long)EffectID.ExCritDMG;
- public override string Name => "暴击伤害加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击伤害。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExCritDMG += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCritDMG -= 实际加成;
- }
-
- public ExCritDMG(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("excrd", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCRD))
- {
- 实际加成 = exCRD;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExCritRate.cs b/Library/Effects/OpenEffects/ExCritRate.cs
deleted file mode 100644
index f51ceb9..0000000
--- a/Library/Effects/OpenEffects/ExCritRate.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExCritRate : Effect
- {
- public override long Id => (long)EffectID.ExCritRate;
- public override string Name => "暴击率加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击率。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExCritRate += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCritRate -= 实际加成;
- }
-
- public ExCritRate(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("excr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCR))
- {
- 实际加成 = exCR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExDEF.cs b/Library/Effects/OpenEffects/ExDEF.cs
deleted file mode 100644
index 8cecf16..0000000
--- a/Library/Effects/OpenEffects/ExDEF.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExDEF : Effect
- {
- public override long Id => (long)EffectID.ExDEF;
- public override string Name => "物理护甲加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExDEF2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExDEF2 -= 实际加成;
- }
-
- public ExDEF(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF))
- {
- 实际加成 = exDEF;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExDEF2.cs b/Library/Effects/OpenEffects/ExDEF2.cs
deleted file mode 100644
index ba434d9..0000000
--- a/Library/Effects/OpenEffects/ExDEF2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExDEF2 : Effect
- {
- public override long Id => (long)EffectID.ExDEF2;
- public override string Name => "物理护甲加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseDEF * 加成比例;
- character.ExDEF2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExDEF2 -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExDEF2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF))
- {
- 加成比例 = exDEF;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExEvadeRate.cs b/Library/Effects/OpenEffects/ExEvadeRate.cs
deleted file mode 100644
index 6bcaabb..0000000
--- a/Library/Effects/OpenEffects/ExEvadeRate.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExEvadeRate : Effect
- {
- public override long Id => (long)EffectID.ExEvadeRate;
- public override string Name => "闪避率加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 闪避率。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExEvadeRate += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExEvadeRate -= 实际加成;
- }
-
- public ExEvadeRate(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exer", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exER))
- {
- 实际加成 = exER;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExHR.cs b/Library/Effects/OpenEffects/ExHR.cs
deleted file mode 100644
index 803e635..0000000
--- a/Library/Effects/OpenEffects/ExHR.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExHR : Effect
- {
- public override long Id => (long)EffectID.ExHR;
- public override string Name => "生命回复加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点生命回复。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExHR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExHR -= 实际加成;
- }
-
- public ExHR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exhr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHR))
- {
- 实际加成 = exHR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExINT.cs b/Library/Effects/OpenEffects/ExINT.cs
deleted file mode 100644
index 62b6d80..0000000
--- a/Library/Effects/OpenEffects/ExINT.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExINT : Effect
- {
- public override long Id => (long)EffectID.ExINT;
- public override string Name => "智力加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点智力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExINT += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExINT -= 实际加成;
- }
-
- public ExINT(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exINT))
- {
- 实际加成 = exINT;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExINT2.cs b/Library/Effects/OpenEffects/ExINT2.cs
deleted file mode 100644
index aa684d0..0000000
--- a/Library/Effects/OpenEffects/ExINT2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExINT2 : Effect
- {
- public override long Id => (long)EffectID.ExINT2;
- public override string Name => "智力加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点智力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseINT * 加成比例;
- character.ExINT += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExINT -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExINT2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exINT))
- {
- 加成比例 = exINT;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMDF.cs b/Library/Effects/OpenEffects/ExMDF.cs
deleted file mode 100644
index 9877fcf..0000000
--- a/Library/Effects/OpenEffects/ExMDF.cs
+++ /dev/null
@@ -1,115 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMDF : Effect
- {
- public override long Id => (long)EffectID.ExMDF;
- public override string Name => "魔法抗性加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
- private readonly MagicType 魔法类型 = MagicType.None;
-
- public override void OnEffectGained(Character character)
- {
- switch (魔法类型)
- {
- case MagicType.Starmark:
- character.MDF.Starmark += 实际加成;
- break;
- case MagicType.PurityNatural:
- character.MDF.PurityNatural += 实际加成;
- break;
- case MagicType.PurityContemporary:
- character.MDF.PurityContemporary += 实际加成;
- break;
- case MagicType.Bright:
- character.MDF.Bright += 实际加成;
- break;
- case MagicType.Shadow:
- character.MDF.Shadow += 实际加成;
- break;
- case MagicType.Element:
- character.MDF.Element += 实际加成;
- break;
- case MagicType.Fleabane:
- character.MDF.Fleabane += 实际加成;
- break;
- case MagicType.Particle:
- character.MDF.Particle += 实际加成;
- break;
- case MagicType.None:
- default:
- character.MDF.SetAllValue(实际加成, false);
- break;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- switch (魔法类型)
- {
- case MagicType.Starmark:
- character.MDF.Starmark -= 实际加成;
- break;
- case MagicType.PurityNatural:
- character.MDF.PurityNatural -= 实际加成;
- break;
- case MagicType.PurityContemporary:
- character.MDF.PurityContemporary -= 实际加成;
- break;
- case MagicType.Bright:
- character.MDF.Bright -= 实际加成;
- break;
- case MagicType.Shadow:
- character.MDF.Shadow -= 实际加成;
- break;
- case MagicType.Element:
- character.MDF.Element -= 实际加成;
- break;
- case MagicType.Fleabane:
- character.MDF.Fleabane -= 实际加成;
- break;
- case MagicType.Particle:
- character.MDF.Particle -= 实际加成;
- break;
- case MagicType.None:
- default:
- character.MDF.SetAllValue(-实际加成, false);
- break;
- }
- }
-
- public ExMDF(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("mdfType", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && int.TryParse(Values[key].ToString(), out int mdfType))
- {
- if (Enum.IsDefined(typeof(MagicType), mdfType))
- {
- 魔法类型 = (MagicType)mdfType;
- }
- else
- {
- 魔法类型 = MagicType.None;
- }
- }
- key = Values.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mdfValue))
- {
- 实际加成 = mdfValue;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMR.cs b/Library/Effects/OpenEffects/ExMR.cs
deleted file mode 100644
index 387f73d..0000000
--- a/Library/Effects/OpenEffects/ExMR.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMR : Effect
- {
- public override long Id => (long)EffectID.ExMR;
- public override string Name => "魔法回复加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点魔法回复。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExMR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExMR -= 实际加成;
- }
-
- public ExMR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exmr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMR))
- {
- 实际加成 = exMR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMaxHP.cs b/Library/Effects/OpenEffects/ExMaxHP.cs
deleted file mode 100644
index 5ef156e..0000000
--- a/Library/Effects/OpenEffects/ExMaxHP.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMaxHP : Effect
- {
- public override long Id => (long)EffectID.ExMaxHP;
- public override string Name => "最大生命值加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExHP2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExHP2 -= 实际加成;
- }
-
- public ExMaxHP(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHP))
- {
- 实际加成 = exHP;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMaxHP2.cs b/Library/Effects/OpenEffects/ExMaxHP2.cs
deleted file mode 100644
index 506904e..0000000
--- a/Library/Effects/OpenEffects/ExMaxHP2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMaxHP2 : Effect
- {
- public override long Id => (long)EffectID.ExMaxHP2;
- public override string Name => "最大生命值加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseHP * 加成比例;
- character.ExHP2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExHP2 -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExMaxHP2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHP))
- {
- 加成比例 = exHP;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMaxMP.cs b/Library/Effects/OpenEffects/ExMaxMP.cs
deleted file mode 100644
index 584dc7f..0000000
--- a/Library/Effects/OpenEffects/ExMaxMP.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMaxMP : Effect
- {
- public override long Id => (long)EffectID.ExMaxMP;
- public override string Name => "最大魔法值加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点最大魔法值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExMP2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExMP2 -= 实际加成;
- }
-
- public ExMaxMP(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMP))
- {
- 实际加成 = exMP;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExMaxMP2.cs b/Library/Effects/OpenEffects/ExMaxMP2.cs
deleted file mode 100644
index 6f4fd4a..0000000
--- a/Library/Effects/OpenEffects/ExMaxMP2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExMaxMP2 : Effect
- {
- public override long Id => (long)EffectID.ExMaxMP2;
- public override string Name => "最大魔法值加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大魔法值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseMP * 加成比例;
- character.ExMP2 += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExMP2 -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExMaxMP2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMP))
- {
- 加成比例 = exMP;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExPDR.cs b/Library/Effects/OpenEffects/ExPDR.cs
deleted file mode 100644
index b800367..0000000
--- a/Library/Effects/OpenEffects/ExPDR.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExPDR : Effect
- {
- public override long Id => (long)EffectID.ExPDR;
- public override string Name => "物理伤害减免加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理伤害减免。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExPDR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExPDR -= 实际加成;
- }
-
- public ExPDR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("expdr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exPDR))
- {
- 实际加成 = exPDR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExSPD.cs b/Library/Effects/OpenEffects/ExSPD.cs
deleted file mode 100644
index 6912561..0000000
--- a/Library/Effects/OpenEffects/ExSPD.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExSPD : Effect
- {
- public override long Id => (long)EffectID.ExSPD;
- public override string Name => "行动速度加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点行动速度。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExSPD += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExSPD -= 实际加成;
- }
-
- public ExSPD(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exspd", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSPD))
- {
- 实际加成 = exSPD;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExSTR.cs b/Library/Effects/OpenEffects/ExSTR.cs
deleted file mode 100644
index 95445af..0000000
--- a/Library/Effects/OpenEffects/ExSTR.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExSTR : Effect
- {
- public override long Id => (long)EffectID.ExSTR;
- public override string Name => "力量加成";
- public override string Description => $"增加角色 {实际加成:0.##} 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExSTR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExSTR -= 实际加成;
- }
-
- public ExSTR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSTR))
- {
- 实际加成 = exSTR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/ExSTR2.cs b/Library/Effects/OpenEffects/ExSTR2.cs
deleted file mode 100644
index cb49ad4..0000000
--- a/Library/Effects/OpenEffects/ExSTR2.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class ExSTR2 : Effect
- {
- public override long Id => (long)EffectID.ExSTR2;
- public override string Name => "力量加成";
- public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 加成比例 = 0;
- private double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际加成 = character.BaseSTR * 加成比例;
- character.ExSTR += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExSTR -= 实际加成;
- 实际加成 = 0;
- }
-
- public ExSTR2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSTR))
- {
- 加成比例 = exSTR;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/MagicalPenetration.cs b/Library/Effects/OpenEffects/MagicalPenetration.cs
deleted file mode 100644
index fcfccb5..0000000
--- a/Library/Effects/OpenEffects/MagicalPenetration.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class MagicalPenetration : Effect
- {
- public override long Id => (long)EffectID.MagicalPenetration;
- public override string Name => "魔法穿透加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 魔法穿透。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.MagicalPenetration += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.MagicalPenetration -= 实际加成;
- }
-
- public MagicalPenetration(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exmpt", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMPT))
- {
- 实际加成 = exMPT;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/NormalAttackHardTimeReduce.cs b/Library/Effects/OpenEffects/NormalAttackHardTimeReduce.cs
deleted file mode 100644
index 5407aca..0000000
--- a/Library/Effects/OpenEffects/NormalAttackHardTimeReduce.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class NormalAttackHardTimeReduce : Effect
- {
- public override long Id => (long)EffectID.NormalAttackHardTimeReduce;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际硬直时间减少 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.NormalAttack.HardnessTime -= 实际硬直时间减少;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.NormalAttack.HardnessTime += 实际硬直时间减少;
- }
-
- public NormalAttackHardTimeReduce(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr))
- {
- 实际硬直时间减少 = nahtr;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs b/Library/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs
deleted file mode 100644
index f25d298..0000000
--- a/Library/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class NormalAttackHardTimeReduce2 : Effect
- {
- public override long Id => (long)EffectID.NormalAttackHardTimeReduce2;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 减少比例 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.NormalAttack.HardnessTime -= character.NormalAttack.HardnessTime * 减少比例;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * 减少比例;
- }
-
- public NormalAttackHardTimeReduce2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr))
- {
- 减少比例 = nahtr;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/PhysicalPenetration.cs b/Library/Effects/OpenEffects/PhysicalPenetration.cs
deleted file mode 100644
index 76a8c51..0000000
--- a/Library/Effects/OpenEffects/PhysicalPenetration.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class PhysicalPenetration : Effect
- {
- public override long Id => (long)EffectID.PhysicalPenetration;
- public override string Name => "物理穿透加成";
- public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理穿透。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.PhysicalPenetration += 实际加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.PhysicalPenetration -= 实际加成;
- }
-
- public PhysicalPenetration(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("exppt", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exPPT))
- {
- 实际加成 = exPPT;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/SkillHardTimeReduce.cs b/Library/Effects/OpenEffects/SkillHardTimeReduce.cs
deleted file mode 100644
index 4ed1b09..0000000
--- a/Library/Effects/OpenEffects/SkillHardTimeReduce.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class SkillHardTimeReduce : Effect
- {
- public override long Id => (long)EffectID.SkillHardTimeReduce;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 实际硬直时间减少 = 0;
-
- public override void OnEffectGained(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime -= 实际硬直时间减少;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime -= 实际硬直时间减少;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime += 实际硬直时间减少;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime += 实际硬直时间减少;
- }
- }
-
- public SkillHardTimeReduce(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr))
- {
- 实际硬直时间减少 = shtr;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/OpenEffects/SkillHardTimeReduce2.cs b/Library/Effects/OpenEffects/SkillHardTimeReduce2.cs
deleted file mode 100644
index d8745c4..0000000
--- a/Library/Effects/OpenEffects/SkillHardTimeReduce2.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.OpenEffects
-{
- public class SkillHardTimeReduce2 : Effect
- {
- public override long Id => (long)EffectID.SkillHardTimeReduce2;
- public override string Name => Skill.Name;
- public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item? Item { get; }
- private readonly double 减少比例 = 0;
-
- public override void OnEffectGained(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime -= s.HardnessTime * 减少比例;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime -= s.HardnessTime * 减少比例;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- foreach (Skill s in character.Skills)
- {
- s.HardnessTime += s.HardnessTime * 减少比例;
- }
- foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
- {
- if (s != null)
- s.HardnessTime += s.HardnessTime * 减少比例;
- }
- }
-
- public SkillHardTimeReduce2(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args)
- {
- GamingQueue = skill.GamingQueue;
- Source = source;
- Item = item;
- if (Values.Count > 0)
- {
- string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
- if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr))
- {
- 减少比例 = shtr;
- }
- }
- }
- }
-}
diff --git a/Library/Effects/SkillEffects/眩晕.cs b/Library/Effects/SkillEffects/眩晕.cs
deleted file mode 100644
index 658a76c..0000000
--- a/Library/Effects/SkillEffects/眩晕.cs
+++ /dev/null
@@ -1,47 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.SkillEffects
-{
- public class 眩晕 : Effect
- {
- public override long Id => 4101;
- public override string Name => "眩晕";
- public override string Description => $"此角色被眩晕了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]";
- public override EffectType EffectType => EffectType.Stun;
- public override bool TargetSelf => true;
- public override Character Source => _sourceCharacter;
- public override bool Durative => _durative;
- public override double Duration => _duration;
- public override int DurationTurn => _durationTurn;
-
- private readonly Character _sourceCharacter;
- private readonly bool _durative;
- private readonly double _duration;
- private readonly int _durationTurn;
-
- public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- _sourceCharacter = sourceCharacter;
- _durative = durative;
- _duration = duration;
- _durationTurn = durationTurn;
- }
-
- public override void OnEffectGained(Character character)
- {
- if (_durative) RemainDuration = Duration;
- else RemainDurationTurn = DurationTurn;
- character.CharacterEffectStates.Add(this, [CharacterState.NotActionable]);
- character.UpdateCharacterState();
- InterruptCasting(character, Source);
- }
-
- public override void OnEffectLost(Character character)
- {
- character.CharacterEffectStates.Remove(this);
- character.UpdateCharacterState();
- }
- }
-}
diff --git a/Library/Effects/SkillEffects/累积之压标记.cs b/Library/Effects/SkillEffects/累积之压标记.cs
deleted file mode 100644
index 1d9bbd0..0000000
--- a/Library/Effects/SkillEffects/累积之压标记.cs
+++ /dev/null
@@ -1,24 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Effects.SkillEffects
-{
- public class 累积之压标记 : Effect
- {
- public override long Id => 4102;
- public override string Name => "累积之压标记";
- public override string Description => $"此角色持有累积之压标记,已累计 {MarkLevel} 层。来自:[ {Source} ]";
- public override EffectType EffectType => EffectType.Mark;
- public override bool TargetSelf => true;
- public override Character Source => _sourceCharacter;
- public int MarkLevel { get; set; } = 1;
-
- private readonly Character _sourceCharacter;
-
- public 累积之压标记(Skill skill, Character sourceCharacter) : base(skill)
- {
- GamingQueue = skill.GamingQueue;
- _sourceCharacter = sourceCharacter;
- }
- }
-}
diff --git a/Library/Items/Accessory/攻击之爪.cs b/Library/Items/Accessory/攻击之爪.cs
deleted file mode 100644
index 94ad56d..0000000
--- a/Library/Items/Accessory/攻击之爪.cs
+++ /dev/null
@@ -1,62 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Testing.Effects.ItemEffects;
-using Milimoe.FunGame.Testing.Skills;
-
-namespace Milimoe.FunGame.Testing.Items
-{
- public class 攻击之爪10 : Item
- {
- public override long Id => (long)AccessoryID.攻击之爪10;
- public override string Name => "攻击之爪 +10";
- public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
-
- public 攻击之爪10(Character? character = null) : base(ItemType.Accessory)
- {
- Skills.Passives.Add(new 攻击之爪技能(character, this, 10));
- }
- }
-
- public class 攻击之爪30 : Item
- {
- public override long Id => (long)AccessoryID.攻击之爪30;
- public override string Name => "攻击之爪 +30";
- public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
-
- public 攻击之爪30(Character? character = null) : base(ItemType.Accessory)
- {
- Skills.Passives.Add(new 攻击之爪技能(character, this, 30));
- }
- }
-
- public class 攻击之爪50 : Item
- {
- public override long Id => (long)AccessoryID.攻击之爪50;
- public override string Name => "攻击之爪 +50";
- public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
-
- public 攻击之爪50(Character? character = null) : base(ItemType.Accessory)
- {
- Skills.Passives.Add(new 攻击之爪技能(character, this, 50));
- }
- }
-
- public class 攻击之爪技能 : Skill
- {
- public override long Id => (long)ItemPassiveID.攻击之爪;
- public override string Name => "攻击之爪";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 攻击之爪技能(Character? character = null, Item? item = null, double exATK = 0) : base(SkillType.Passive, character)
- {
- Level = 1;
- Item = item;
- Effects.Add(new 攻击力加成(this, exATK, character, item));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-}
diff --git a/Library/Items/ItemID.cs b/Library/Items/ItemID.cs
deleted file mode 100644
index 980ede9..0000000
--- a/Library/Items/ItemID.cs
+++ /dev/null
@@ -1,9 +0,0 @@
-namespace Milimoe.FunGame.Testing.Items
-{
- public enum AccessoryID : long
- {
- 攻击之爪10 = 14001,
- 攻击之爪30 = 14002,
- 攻击之爪50 = 14003,
- }
-}
diff --git a/Library/Items/Weapon/独奏弓.cs b/Library/Items/Weapon/独奏弓.cs
deleted file mode 100644
index a34cd17..0000000
--- a/Library/Items/Weapon/独奏弓.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Testing.Effects.ItemEffects;
-
-namespace FunGame.Testing.Items
-{
- public class 独奏弓 : Item
- {
- public override long Id => 11001;
- public override string Name => "独奏弓";
- public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
-
- public 独奏弓(Character? character = null) : base(ItemType.Weapon)
- {
- WeaponType = WeaponType.Bow;
- Skills.Passives.Add(new 独奏弓技能(character, this));
- }
- }
-
- public class 独奏弓技能 : Skill
- {
- public override long Id => 5002;
- public override string Name => "独奏弓";
- public override string Description => $"增加角色 {攻击力加成} 点攻击力,减少普通攻击 {硬直时间减少} 硬直时间。";
-
- private readonly double 攻击力加成 = 80;
- private readonly double 硬直时间减少 = 2;
-
- public 独奏弓技能(Character? character, Item item) : base(SkillType.Passive, character)
- {
- Level = 1;
- Item = item;
- Effects.Add(new 攻击力加成(this, 攻击力加成, character, item));
- Effects.Add(new 普攻硬直时间减少(this, 硬直时间减少, character, item));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-}
diff --git a/Library/Main.cs b/Library/Main.cs
index 8806470..27787d9 100644
--- a/Library/Main.cs
+++ b/Library/Main.cs
@@ -12,7 +12,8 @@ ItemModule im = new();
im.Load();
FunGameSimulation.InitCharacter();
-FunGameSimulation.StartGame(true, false, true);
+List strings = FunGameSimulation.StartGame(false, false, true);
+strings.ForEach(Console.WriteLine);
//Character c = FunGameSimulation.Characters[1].Copy();
//foreach (Skill s in FunGameSimulation.Magics)
@@ -30,8 +31,9 @@ FunGameSimulation.StartGame(true, false, true);
//Stopwatch stopwatch = new();
//stopwatch.Start();
-//for (int i = 0; i < 30; i++)
+//for (int i = 0; i < 2000; i++)
//{
+// Console.WriteLine($"{i}/2000");
// FunGameSimulation.StartGame(false, false, false);
// FunGameSimulation.StartGame(false, false, true);
//}
diff --git a/Library/Skills/ColdBlue/嗜血本能.cs b/Library/Skills/ColdBlue/嗜血本能.cs
deleted file mode 100644
index 4c97e06..0000000
--- a/Library/Skills/ColdBlue/嗜血本能.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Testing.Effects.SkillEffects;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 嗜血本能 : Skill
- {
- public override long Id => (long)SuperSkillID.嗜血本能;
- public override string Name => "嗜血本能";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 42 - 1 * (Level - 1);
- public override double HardnessTime { get; set; } = 12;
-
- public 嗜血本能(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 嗜血本能特效(this));
- }
- }
-
- public class 嗜血本能特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 30;
-
- public HashSet 角色有第四层 { get; } = [];
- private double 吸血 => 0.03 * Level;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
- {
- int 层数 = 0;
- if (enemy.Effects.Where(e => e is 累积之压标记).FirstOrDefault() is 累积之压标记 e)
- {
- 层数 = e.MarkLevel;
- }
- else if (角色有第四层.Remove(enemy))
- {
- 层数 = 4;
- }
- double 实际吸血 = 吸血 * 层数 * damage;
- character.HP += 实际吸血;
- WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 角色有第四层.Clear();
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/ColdBlue/累积之压.cs b/Library/Skills/ColdBlue/累积之压.cs
deleted file mode 100644
index cc97175..0000000
--- a/Library/Skills/ColdBlue/累积之压.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Testing.Effects.SkillEffects;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 累积之压 : Skill
- {
- public override long Id => (long)PassiveID.累积之压;
- public override string Name => "累积之压";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 累积之压(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 累积之压特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 累积之压特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
- public override bool TargetSelf => true;
-
- private readonly double 系数 = 0.12;
- private bool 是否是嵌套伤害 = false;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && damageResult != DamageResult.Evaded && !是否是嵌套伤害)
- {
- // 叠标记
- IEnumerable effects = enemy.Effects.Where(e => e is 累积之压标记);
- if (effects.Any() && effects.First() is 累积之压标记 e)
- {
- e.MarkLevel++;
- IEnumerable effects2 = character.Effects.Where(e => e is 嗜血本能特效);
- if (effects2.Any() && effects2.First() is 嗜血本能特效 e2)
- {
- if (e.MarkLevel >= 4)
- {
- e2.角色有第四层.Add(enemy);
- }
- else
- {
- e2.角色有第四层.Remove(enemy);
- }
- }
- if (e.MarkLevel >= 4)
- {
- // 移除标记
- enemy.Effects.Remove(e);
- double 额外伤害 = enemy.MaxHP * 系数;
- WriteLine($"[ {character} ] 发动了累积之压!将对 [ {enemy} ] 造成眩晕和额外伤害!");
- // 眩晕
- IEnumerable effects3 = enemy.Effects.Where(e => e is 眩晕 && e.Skill == Skill);
- if (effects3.Any())
- {
- effects3.First().RemainDurationTurn++;
- }
- else
- {
- 眩晕 e3 = new(Skill, character, false, 0, 1);
- enemy.Effects.Add(e3);
- e3.OnEffectGained(enemy);
- }
- 是否是嵌套伤害 = true;
- DamageToEnemy(character, enemy, false, magicType, 额外伤害);
- }
- }
- else
- {
- enemy.Effects.Add(new 累积之压标记(Skill, character));
- }
- }
-
- if (character == Skill.Character && 是否是嵌套伤害)
- {
- 是否是嵌套伤害 = false;
- }
- }
- }
-}
diff --git a/Library/Skills/MagicalGirl/毁灭之势.cs b/Library/Skills/MagicalGirl/毁灭之势.cs
deleted file mode 100644
index d142f8c..0000000
--- a/Library/Skills/MagicalGirl/毁灭之势.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 毁灭之势 : Skill
- {
- public override long Id => (long)PassiveID.毁灭之势;
- public override string Name => "毁灭之势";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 毁灭之势(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 毁灭之势特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 毁灭之势特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"每时间提升 {伤害提升 * 100:0.##}% 所有伤害,无上限,但受到伤害时效果清零。" + (累计伤害 > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%)" : "");
- public override bool TargetSelf => true;
-
- private readonly double 伤害提升 = 0.04;
- private double 累计伤害 = 0;
-
- public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (damageResult != DamageResult.Evaded)
- {
- if (enemy == Skill.Character && damage > 0 && !enemy.Effects.Where(e => e is 绝对领域特效).Any())
- {
- 累计伤害 = 0;
- }
-
- if (character == Skill.Character)
- {
- double 实际伤害提升 = damage * 累计伤害;
- damage += 实际伤害提升;
- if (实际伤害提升 > 0) WriteLine($"[ {character} ] 的伤害提升了 {实际伤害提升:0.##} 点!");
- }
- }
- return false;
- }
-
- public override void OnTimeElapsed(Character character, double eapsed)
- {
- 累计伤害 += 伤害提升 * eapsed;
- WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:0.##}%。");
- }
- }
-}
diff --git a/Library/Skills/MagicalGirl/绝对领域.cs b/Library/Skills/MagicalGirl/绝对领域.cs
deleted file mode 100644
index 0dcb0a6..0000000
--- a/Library/Skills/MagicalGirl/绝对领域.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 绝对领域 : Skill
- {
- public override long Id => (long)SuperSkillID.绝对领域;
- public override string Name => "绝对领域";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => Math.Max(100, Character?.EP ?? 100);
- public override double CD => 32 + (1 * (Level - 1));
- public override double HardnessTime { get; set; } = 12;
-
- public 绝对领域(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 绝对领域特效(this));
- }
- }
-
- public class 绝对领域特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"{Duration:0.##} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 16 + 释放时的能量值 * 0.03;
-
- private double 系数 => 0.2 + 0.015 * (Level - 1);
- private double 敏捷提升 => 系数 * Skill.Character?.BaseAGI ?? 0;
- private double 实际敏捷提升 = 0;
- private double 释放时的能量值 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际敏捷提升 = 敏捷提升;
- character.ExAGI += 实际敏捷提升;
- WriteLine($"[ {character} ] 的敏捷提升了 {系数 * 100:0.##}% [ {实际敏捷提升:0.##} ] !");
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExAGI -= 实际敏捷提升;
- }
-
- public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (enemy == Skill.Character && damageResult != DamageResult.Evaded)
- {
- WriteLine($"[ {enemy} ] 发动了绝对领域,巧妙的化解了此伤害!");
- return true;
- }
- return false;
- }
-
- public override void OnSkillCasting(Character caster, List targets)
- {
- 释放时的能量值 = caster.EP;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 实际敏捷提升 = 0;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/Mayor/精准打击.cs b/Library/Skills/Mayor/精准打击.cs
deleted file mode 100644
index e2cb069..0000000
--- a/Library/Skills/Mayor/精准打击.cs
+++ /dev/null
@@ -1,68 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 精准打击 : Skill
- {
- public override long Id => (long)SuperSkillID.精准打击;
- public override string Name => "精准打击";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 40 - 1 * (Level - 1);
- public override double HardnessTime { get; set; } = 8;
-
- public 精准打击(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 精准打击特效(this));
- }
- }
-
- public class 精准打击特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 30;
-
- private double 暴击率提升 => 0.2 + 0.03 * (Level - 1);
- private double 暴击伤害提升 => 0.8 + 0.04 * (Level - 1);
- private double 物理穿透提升 => 0.3;
- private double 实际暴击率提升 = 0;
- private double 实际暴击伤害提升 = 0;
- private double 实际物理穿透提升 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际暴击率提升 = 暴击率提升;
- 实际暴击伤害提升 = 暴击伤害提升;
- 实际物理穿透提升 = 物理穿透提升;
- character.ExCritRate += 实际暴击率提升;
- character.ExCritDMG += 实际暴击伤害提升;
- character.PhysicalPenetration += 实际物理穿透提升;
- WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ],暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ],物理穿透提升了 [ {实际物理穿透提升 * 100:0.##}% ] !!");
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCritRate -= 实际暴击率提升;
- character.ExCritDMG -= 实际暴击伤害提升;
- character.PhysicalPenetration -= 实际物理穿透提升;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 实际暴击率提升 = 0;
- 实际暴击伤害提升 = 0;
- 实际物理穿透提升 = 0;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/Mayor/致命打击.cs b/Library/Skills/Mayor/致命打击.cs
deleted file mode 100644
index f5a8fc4..0000000
--- a/Library/Skills/Mayor/致命打击.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 致命打击 : Skill
- {
- public override long Id => (long)PassiveID.致命打击;
- public override string Name => "致命打击";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 致命打击(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 致命打击特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 致命打击特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"暴击伤害提升 70%。";
- public override bool TargetSelf => true;
-
- public override void OnEffectGained(Character character)
- {
- character.ExCritDMG += 0.7;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExCritDMG -= 0.7;
- }
- }
-}
diff --git a/Library/Skills/NanGanyu/三重叠加.cs b/Library/Skills/NanGanyu/三重叠加.cs
deleted file mode 100644
index 40fa7a6..0000000
--- a/Library/Skills/NanGanyu/三重叠加.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 三重叠加 : Skill
- {
- public override long Id => (long)SuperSkillID.三重叠加;
- public override string Name => "三重叠加";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 35 - 2 * (Level - 1);
- public override double HardnessTime { get; set; } = 10;
-
- public 三重叠加(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 三重叠加特效(this));
- }
- }
-
- public class 三重叠加特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => "三重叠加";
- public override string Description => $"使 [ 灵能反射 ] 支持普通攻击,且当前释放魔法次数归零,最大硬直消除次数提高到 {灵能反射次数} 次;在魔法命中和普通攻击命中时能够回复所回复能量值的 10 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" +
- $"(剩余:{剩余持续次数} 次)";
- public override bool TargetSelf => true;
-
- public int 剩余持续次数 { get; set; } = 0;
- private readonly int 灵能反射次数 = 3;
- private readonly int 技能持续次数 = 2;
-
- public override void OnEffectGained(Character character)
- {
- IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效);
- if (effects.Any() && effects.First() is 灵能反射特效 e)
- {
- e.是否支持普攻 = true;
- e.触发硬直次数 = 3;
- e.释放次数 = 0;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效);
- if (effects.Any() && effects.First() is 灵能反射特效 e)
- {
- e.是否支持普攻 = false;
- e.触发硬直次数 = 2;
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- 剩余持续次数 = 技能持续次数;
- if (!caster.Effects.Contains(this))
- {
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/NanGanyu/灵能反射.cs b/Library/Skills/NanGanyu/灵能反射.cs
deleted file mode 100644
index 3ed1117..0000000
--- a/Library/Skills/NanGanyu/灵能反射.cs
+++ /dev/null
@@ -1,96 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 灵能反射 : Skill
- {
- public override long Id => (long)PassiveID.灵能反射;
- public override string Name => "灵能反射";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 灵能反射(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 灵能反射特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 灵能反射特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值。";
- public override bool TargetSelf => true;
-
- public bool 是否支持普攻 { get; set; } = false;
- public int 触发硬直次数 { get; set; } = 2;
- public int 释放次数 { get; set; } = 0;
- public double 获得额外能量值 => 0.25 * Skill.Character?.INT ?? 0;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && (是否支持普攻 && isNormalAttack || isMagicDamage) && damageResult != DamageResult.Evaded && character.EP < 200)
- {
- double 实际获得能量值 = 获得额外能量值;
- character.EP += 实际获得能量值;
- WriteLine($"[ {character} ] 发动了灵能反射!额外获得了 {实际获得能量值:0.##} 能量!");
- IEnumerable effects = character.Effects.Where(e => e is 三重叠加特效);
- if (effects.Any() && effects.First() is 三重叠加特效 e)
- {
- double 获得的魔法值 = 实际获得能量值 * 10;
- character.MP += 获得的魔法值;
- WriteLine($"[ {character} ] 发动了三重叠加!回复了 {获得的魔法值:0.##} 魔法值!");
- }
- }
- }
-
- public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- if (是否支持普攻)
- {
- AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
- }
- }
-
- public override void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- if (skill.SkillType == SkillType.Magic)
- {
- AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
- }
- }
-
- public void AlterHardnessTime(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- 释放次数++;
- if (释放次数 < 触发硬直次数)
- {
- baseHardnessTime = 0;
- isCheckProtected = false;
- WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
- }
- else
- {
- 释放次数 = 0;
- IEnumerable effects = character.Effects.Where(e => e is 三重叠加特效);
- if (effects.Any() && effects.First() is 三重叠加特效 e)
- {
- baseHardnessTime = 0;
- isCheckProtected = false;
- WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
- e.剩余持续次数--;
- if (e.剩余持续次数 == 0)
- {
- character.Effects.Remove(e);
- e.OnEffectLost(character);
- }
- }
- }
- }
- }
-}
diff --git a/Library/Skills/NiuNan/变幻之心.cs b/Library/Skills/NiuNan/变幻之心.cs
deleted file mode 100644
index 4337220..0000000
--- a/Library/Skills/NiuNan/变幻之心.cs
+++ /dev/null
@@ -1,76 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 变幻之心 : Skill
- {
- public override long Id => (long)SuperSkillID.变幻之心;
- public override string Name => "变幻之心";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 30;
- public override double HardnessTime { get; set; } = 10;
-
- public 变幻之心(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 变幻之心特效(this));
- }
- }
-
- public class 变幻之心特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => "变幻之心";
- public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
- public override bool TargetSelf => true;
-
- private double 生命值回复 => 0.25 + 0.03 * (Level - 1);
- private double 伤害提升 => 0.55 + 0.25 * (Level - 1);
-
- public override void OnEffectGained(Character character)
- {
- Skill.IsInEffect = true;
- }
-
- public override void OnEffectLost(Character character)
- {
- Skill.IsInEffect = false;
- }
-
- public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
- {
- if (character == Skill.Character && isMagicDamage)
- {
- double 实际伤害提升百分比 = 伤害提升;
- double 实际伤害提升 = damage * 实际伤害提升百分比;
- damage += 实际伤害提升;
- WriteLine($"[ {character} ] 发动了变幻之心!伤害提升了 {实际伤害提升:0.##} 点!");
- character.Effects.Remove(this);
- OnEffectLost(character);
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- IEnumerable effects = caster.Effects.Where(e => e is 智慧与力量特效);
- if (effects.Any())
- {
- if (caster.PrimaryAttribute == PrimaryAttribute.STR)
- {
- double 回复的生命 = 生命值回复 * caster.MaxHP;
- caster.HP += 回复的生命;
- WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!");
- }
- else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
- {
- if (!caster.Effects.Contains(this))
- {
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
- }
- }
-}
diff --git a/Library/Skills/NiuNan/智慧与力量.cs b/Library/Skills/NiuNan/智慧与力量.cs
deleted file mode 100644
index 62a54f7..0000000
--- a/Library/Skills/NiuNan/智慧与力量.cs
+++ /dev/null
@@ -1,153 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 智慧与力量 : Skill
- {
- public override long Id => (long)PassiveID.智慧与力量;
- public override string Name => "智慧与力量";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 智慧与力量(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 智慧与力量特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 智慧与力量特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"当生命值低于 30% 时,智力转化为力量;当生命值高于或等于 30% 时,力量转化为智力。力量模式下,造成伤害必定暴击;智力模式下,获得 30% 闪避率和 25% 魔法抗性。" +
- (Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + ")" : "");
- public override bool TargetSelf => true;
-
- private double 交换前的额外智力 = 0;
- private double 交换前的额外力量 = 0;
- private double 实际增加闪避率 = 0.3;
- private double 实际增加魔法抗性 = 0.25;
- private bool 已经加过 = false;
-
- public override void OnEffectGained(Character character)
- {
- ResetEffect(character, true);
- }
-
- public override void OnEffectLost(Character character)
- {
- if (character.PrimaryAttribute == PrimaryAttribute.INT)
- {
- ResetEffect(character, false);
- }
- }
-
- private void ResetEffect(Character character, bool isAdd)
- {
- if (isAdd)
- {
- 已经加过 = true;
- character.ExEvadeRate += 实际增加闪避率;
- character.MDF.None += 实际增加魔法抗性;
- character.MDF.Particle += 实际增加魔法抗性;
- character.MDF.Fleabane += 实际增加魔法抗性;
- character.MDF.Element += 实际增加魔法抗性;
- character.MDF.Shadow += 实际增加魔法抗性;
- character.MDF.Bright += 实际增加魔法抗性;
- character.MDF.PurityContemporary += 实际增加魔法抗性;
- character.MDF.PurityNatural += 实际增加魔法抗性;
- character.MDF.Starmark += 实际增加魔法抗性;
- }
- else
- {
- 已经加过 = false;
- character.ExEvadeRate -= 实际增加闪避率;
- character.MDF.None -= 实际增加魔法抗性;
- character.MDF.Particle -= 实际增加魔法抗性;
- character.MDF.Fleabane -= 实际增加魔法抗性;
- character.MDF.Element -= 实际增加魔法抗性;
- character.MDF.Shadow -= 实际增加魔法抗性;
- character.MDF.Bright -= 实际增加魔法抗性;
- character.MDF.PurityContemporary -= 实际增加魔法抗性;
- character.MDF.PurityNatural -= 实际增加魔法抗性;
- character.MDF.Starmark -= 实际增加魔法抗性;
- }
- }
-
- public override void OnAttributeChanged(Character character)
- {
- if (Skill.Character != null)
- {
- if (Skill.Character.PrimaryAttribute == PrimaryAttribute.INT)
- {
- double diff = character.ExSTR - 交换前的额外力量;
- character.ExINT = 交换前的额外力量 + character.BaseSTR + diff;
- }
- else if (Skill.Character.PrimaryAttribute == PrimaryAttribute.STR)
- {
- double diff = character.ExINT - 交换前的额外智力;
- character.ExSTR = 交换前的额外智力 + character.BaseINT + diff;
- }
- }
- }
-
- public override bool BeforeCriticalCheck(Character character, ref double throwingBonus)
- {
- throwingBonus += 100;
- return false;
- }
-
- public override void OnTimeElapsed(Character character, double elapsed)
- {
- if (Skill.Character != null)
- {
- Character c = Skill.Character;
- if (c.HP < c.MaxHP * 0.3)
- {
- if (c.PrimaryAttribute == PrimaryAttribute.INT)
- {
- double pastHP = c.HP;
- double pastMaxHP = c.MaxHP;
- double pastMP = c.MP;
- double pastMaxMP = c.MaxMP;
- c.PrimaryAttribute = PrimaryAttribute.STR;
- 交换前的额外智力 = c.ExINT;
- 交换前的额外力量 = c.ExSTR;
- c.ExINT = -c.BaseINT;
- c.ExSTR = 交换前的额外智力 + c.BaseINT + 交换前的额外力量;
- c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
- if (已经加过)
- {
- ResetEffect(character, false);
- }
- }
- }
- else
- {
- if (c.PrimaryAttribute == PrimaryAttribute.STR)
- {
- double pastHP = c.HP;
- double pastMaxHP = c.MaxHP;
- double pastMP = c.MP;
- double pastMaxMP = c.MaxMP;
- c.PrimaryAttribute = PrimaryAttribute.INT;
- 交换前的额外智力 = c.ExINT;
- 交换前的额外力量 = c.ExSTR;
- c.ExINT = 交换前的额外力量 + c.BaseSTR + 交换前的额外智力;
- c.ExSTR = -c.BaseSTR;
- c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
- if (!已经加过)
- {
- ResetEffect(character, true);
- }
- }
- }
- }
- }
- }
-}
diff --git a/Library/Skills/Oshima/META马.cs b/Library/Skills/Oshima/META马.cs
deleted file mode 100644
index f694466..0000000
--- a/Library/Skills/Oshima/META马.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class META马 : Skill
- {
- public override long Id => (long)PassiveID.META马;
- public override string Name => "META马";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public META马(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new META马特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class META马特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"META马专属被动:力量+5,力量成长+0.5;在受到伤害时,获得的能量提升50%,每回合开始还能获得额外的 [ {EP:0.##} ] 能量值。";
- public override bool TargetSelf => true;
- public static double EP => 7;
-
- public override void AlterEPAfterGetDamage(Character character, ref double baseEP)
- {
- baseEP *= 1.5;
- if (Skill.Character != null) WriteLine($"[ {Skill.Character} ] 发动了META马专属被动!本次获得了 {baseEP:0.##} 能量!");
- }
-
- public override void OnTurnStart(Character character)
- {
- if (character.EP < 200)
- {
- character.EP += EP;
- WriteLine($"[ {character} ] 发动了META马专属被动!本次获得了 {EP:0.##} 能量!");
- }
- }
- }
-}
diff --git a/Library/Skills/Oshima/力量爆发.cs b/Library/Skills/Oshima/力量爆发.cs
deleted file mode 100644
index 758841b..0000000
--- a/Library/Skills/Oshima/力量爆发.cs
+++ /dev/null
@@ -1,68 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 力量爆发 : Skill
- {
- public override long Id => (long)SuperSkillID.力量爆发;
- public override string Name => "力量爆发";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 55;
- public override double HardnessTime { get; set; } = 0;
-
- public 力量爆发(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 力量爆发特效(this));
- }
- }
-
- public class 力量爆发特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => "力量爆发";
- public override string Description => $"获得 135% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} 时间。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 10 + 1 * (Level - 1);
-
- private double 攻击力加成 => Skill.Character?.STR * 1.35 ?? 0;
- private double 当前生命值 => Skill.Character?.HP * 0.09 ?? 0;
- private double 实际攻击力加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际攻击力加成 = 攻击力加成;
- character.ExATK2 += 实际攻击力加成;
- WriteLine($"[ {character} ] 的攻击力增加了 [ {实际攻击力加成:0.##} ] !");
- }
-
- public override void OnEffectLost(Character character)
- {
- // 恢复到原始攻击力
- character.ExATK2 -= 实际攻击力加成;
- }
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && isNormalAttack)
- {
- double 生命值减少 = 当前生命值;
- character.HP -= 生命值减少;
- WriteLine($"[ {character} ] 由于自身力量过于强大而被反噬,损失了 [ {生命值减少:0.##} ] 点生命值!");
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 实际攻击力加成 = 0;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/QWQAQW/玻璃大炮.cs b/Library/Skills/QWQAQW/玻璃大炮.cs
deleted file mode 100644
index 5ff455c..0000000
--- a/Library/Skills/QWQAQW/玻璃大炮.cs
+++ /dev/null
@@ -1,100 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 玻璃大炮 : Skill
- {
- public override long Id => (long)PassiveID.玻璃大炮;
- public override string Name => "玻璃大炮";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 玻璃大炮(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 玻璃大炮特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 玻璃大炮特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"生命值高于 30% 时,受到额外的 [ {高于30额外伤害下限}~{高于30额外伤害上限}% ] 伤害,但是获得 [ 累计所受伤害的 {高于30的加成下限}~{高于30的加成上限}% ] 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 [ 累计受到的伤害 {低于30的加成下限}~{低于30的加成上限}% ] 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 * 100:0.##}% 伤害加成。" + (累计受到的伤害 > 0 ? $"(当前累计受到伤害:{累计受到的伤害:0.##})" : "");
- public override bool TargetSelf => true;
-
- private double 累计受到的伤害 = 0;
- private double 这次的伤害加成 = 0;
- private double 受到伤害之前的HP = 0;
- private double 这次受到的额外伤害 = 0;
- private readonly double 常规伤害加成 = 0.35;
- private readonly int 高于30额外伤害上限 = 30;
- private readonly int 高于30额外伤害下限 = 15;
- private readonly int 高于30的加成上限 = 100;
- private readonly int 高于30的加成下限 = 80;
- private readonly int 低于30的加成上限 = 60;
- private readonly int 低于30的加成下限 = 40;
-
- private double 伤害加成(double damage)
- {
- double 系数 = 常规伤害加成;
- Character? character = Skill.Character;
- if (character != null && 累计受到的伤害 != 0)
- {
- if (character.HP > character.MaxHP * 0.3)
- {
- 系数 = 1.0 + ((Random.Shared.Next(高于30的加成下限, 高于30的加成上限) + 0.0) / 100);
- }
- else
- {
- 系数 = 1.0 + ((Random.Shared.Next(低于30的加成下限, 低于30的加成上限) + 0.0) / 100);
- }
- return 系数 * 累计受到的伤害;
- }
- return 系数 * damage;
- }
-
- public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
- {
- if (character == Skill.Character)
- {
- 这次的伤害加成 = 伤害加成(damage);
- damage += 这次的伤害加成;
- WriteLine($"[ {character} ] 发动了玻璃大炮,获得了 {这次的伤害加成:0.##} 点伤害加成!");
- 累计受到的伤害 = 0;
- }
-
- if (enemy == Skill.Character)
- {
- 受到伤害之前的HP = enemy.HP;
- if (enemy.HP > enemy.MaxHP * 0.3)
- {
- // 额外受到伤害
- double 系数 = (Random.Shared.Next(高于30额外伤害下限, 高于30额外伤害上限) + 0.0) / 100;
- 这次受到的额外伤害 = damage * 系数;
- damage += 这次受到的额外伤害;
- WriteLine($"[ {enemy} ] 的玻璃大炮触发,将额外受到 {这次受到的额外伤害:0.##} 点伤害!");
- }
- else 这次受到的额外伤害 = 0;
- }
- }
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (enemy == Skill.Character && damageResult != DamageResult.Evaded)
- {
- 累计受到的伤害 += damage;
- if (enemy.HP < 0 && 受到伤害之前的HP - damage + 这次受到的额外伤害 > 0)
- {
- enemy.HP = 10;
- WriteLine($"[ {enemy} ] 的玻璃大炮触发,保护了自己不进入死亡!!");
- }
- }
- }
- }
-}
diff --git a/Library/Skills/QWQAQW/迅捷之势.cs b/Library/Skills/QWQAQW/迅捷之势.cs
deleted file mode 100644
index 3772154..0000000
--- a/Library/Skills/QWQAQW/迅捷之势.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 迅捷之势 : Skill
- {
- public override long Id => (long)SuperSkillID.迅捷之势;
- public override string Name => "迅捷之势";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 60 - 2 * (Level - 1);
- public override double HardnessTime { get; set; } = 15;
-
- public 迅捷之势(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 迅捷之势特效(this));
- }
- }
-
- public class 迅捷之势特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"{Duration:0.##} 时间内,提升自身 35% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 40;
-
- private double 智力系数 => 1.4 + 0.4 * (Level - 1);
- private double 智力加成 => 智力系数 * Skill.Character?.INT ?? 0;
- private double 物理伤害减免 => 0.35;
- private double 魔法抗性 => 0.35;
- private double 实际物理伤害减免 = 0;
- private double 实际魔法抗性 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.NormalAttack.SetMagicType(true, character.MagicType);
- 实际物理伤害减免 = 物理伤害减免;
- 实际魔法抗性 = 魔法抗性;
- character.ExPDR += 实际物理伤害减免;
- character.MDF.SetAllValue(实际魔法抗性, false);
- WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
- }
-
- public override void OnEffectLost(Character character)
- {
- character.NormalAttack.SetMagicType(false, character.MagicType);
- 实际物理伤害减免 = 0;
- 实际魔法抗性 = 0;
- character.ExPDR -= 实际物理伤害减免;
- character.MDF.SetAllValue(-实际魔法抗性, false);
- }
-
- public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
- {
- if (character == Skill.Character && isNormalAttack)
- {
- damage += 智力加成;
- }
- }
-
- public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- baseHardnessTime *= 0.3;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/QingXiang/枯竭打击.cs b/Library/Skills/QingXiang/枯竭打击.cs
deleted file mode 100644
index 3c9ff60..0000000
--- a/Library/Skills/QingXiang/枯竭打击.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 枯竭打击 : Skill
- {
- public override long Id => (long)PassiveID.枯竭打击;
- public override string Name => "枯竭打击";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 枯竭打击(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 枯竭打击特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 枯竭打击特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"每次造成伤害都会随机减少对方 [ 10~25 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言,能量值大于100且小于150时,视为低于一半。";
- public override bool TargetSelf => true;
-
- private bool 是否是嵌套伤害 = false;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && damageResult != DamageResult.Evaded && !是否是嵌套伤害)
- {
- // 减少能量
- double EP = Random.Shared.Next(10, 25);
- enemy.EP -= EP;
- WriteLine($"[ {character} ] 发动了枯竭打击![ {enemy} ] 的能量值被减少了 {EP:0.##} 点!现有能量:{enemy.EP:0.##}。");
- // 额外伤害
- if (enemy.EP >= 0 && enemy.EP < 50 || enemy.EP >= 100 && enemy.EP < 150)
- {
- double 额外伤害 = damage * 0.3;
- WriteLine($"[ {character} ] 发动了枯竭打击!将造成额外伤害!");
- 是否是嵌套伤害 = true;
- DamageToEnemy(character, enemy, isMagicDamage, magicType, 额外伤害);
- }
- }
-
- if (character == Skill.Character && 是否是嵌套伤害)
- {
- 是否是嵌套伤害 = false;
- }
- }
- }
-}
diff --git a/Library/Skills/QingXiang/能量毁灭.cs b/Library/Skills/QingXiang/能量毁灭.cs
deleted file mode 100644
index 132056c..0000000
--- a/Library/Skills/QingXiang/能量毁灭.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 能量毁灭 : Skill
- {
- public override long Id => (long)SuperSkillID.能量毁灭;
- public override string Name => "能量毁灭";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 55 - 3 * (Level - 1);
- public override double HardnessTime { get; set; } = 25;
- public override string Slogan => "灭!!!!";
-
- public 能量毁灭(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 能量毁灭特效(this));
- }
- }
-
- public class 能量毁灭特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"对所有角色造成 " +
- $"{能量系数 * 100:0.##}% 其现有能量值 + {智力系数 * 100:0.##}% 智力 [ {智力伤害:0.##} ] 的魔法伤害。";
- public override bool TargetSelf => false;
- public override double TargetRange => 999;
-
- private double 智力系数 => 0.25 * Level;
- private double 智力伤害 => 智力系数 * Skill.Character?.INT ?? 0;
- private double 能量系数 => 1.05 * Level;
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- foreach (Character c in targets)
- {
- WriteLine($"[ {caster} ] 正在毁灭 [ {c} ] 的能量!!");
- double ep = c.EP;
- DamageToEnemy(caster, c, true, MagicType, ep * 能量系数 + 智力伤害);
- }
- }
- }
-}
diff --git a/Library/Skills/QuDuoduo/弱者猎手.cs b/Library/Skills/QuDuoduo/弱者猎手.cs
deleted file mode 100644
index ce62853..0000000
--- a/Library/Skills/QuDuoduo/弱者猎手.cs
+++ /dev/null
@@ -1,51 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 弱者猎手 : Skill
- {
- public override long Id => (long)PassiveID.弱者猎手;
- public override string Name => "弱者猎手";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 弱者猎手(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 弱者猎手特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 弱者猎手特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"优先攻击血量更低的角色,对生命值百分比低于自己的角色造成 150% 伤害。";
- public override bool TargetSelf => true;
-
- public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
- {
- if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))
- {
- double 额外伤害 = damage * 0.5;
- damage += 额外伤害;
- }
- }
-
- public override bool AlterEnemyListBeforeAction(Character character, List enemys, List teammates, List skills, Dictionary continuousKilling, Dictionary earnedMoney)
- {
- IEnumerable list = [.. enemys.OrderBy(e => e.HP / e.MaxHP)];
- if (list.Any())
- {
- enemys.Clear();
- enemys.Add(list.First());
- WriteLine($"[ {character} ] 发动了弱者猎手![ {list.First()} ] 被盯上了!");
- }
- return true;
- }
- }
-}
diff --git a/Library/Skills/QuDuoduo/血之狂欢.cs b/Library/Skills/QuDuoduo/血之狂欢.cs
deleted file mode 100644
index 2604291..0000000
--- a/Library/Skills/QuDuoduo/血之狂欢.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 血之狂欢 : Skill
- {
- public override long Id => (long)SuperSkillID.血之狂欢;
- public override string Name => "血之狂欢";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 45;
- public override double HardnessTime { get; set; } = 7;
-
- public 血之狂欢(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 血之狂欢特效(this));
- }
- }
-
- public class 血之狂欢特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"获得 40% 吸血,持续 {Duration:0.##} 时间。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 30;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
- {
- double 实际吸血 = 0.4 * damage;
- character.HP += 实际吸血;
- WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/SkillID.cs b/Library/Skills/SkillID.cs
deleted file mode 100644
index aa85500..0000000
--- a/Library/Skills/SkillID.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-namespace Milimoe.FunGame.Testing.Skills
-{
- public enum MagicID : long
- {
- 冰霜攻击 = 1001,
- 火之矢 = 1002,
- 水之矢 = 1003,
- 石之锤 = 1004,
- 风之轮 = 1005,
- 心灵之霞 = 1006,
- 次元上升 = 1007,
- 暗物质 = 1008,
-
- 回复术 = 1009,
- 治愈术 = 1010,
- 复苏术 = 1011,
- 圣灵术 = 1012,
- 时间加速 = 1013,
- 时间减速 = 1014,
- 反魔法领域 = 1015,
- 沉默十字 = 1016,
- 虚弱领域 = 1017,
- 混沌烙印 = 1018,
- 凝胶稠絮 = 1019,
-
- 大地之墙 = 1020,
- 盖亚之盾 = 1021,
- 风之守护 = 1022,
- 结晶防护 = 1023,
- 强音之力 = 1024,
- 神圣祝福 = 1025
- }
-
- public enum SkillID : long
- {
- 疾风步 = 2001,
- }
-
- public enum SuperSkillID : long
- {
- 力量爆发 = 3001,
- 天赐之力 = 3002,
- 魔法涌流 = 3003,
- 三重叠加 = 3004,
- 变幻之心 = 3005,
- 精准打击 = 3006,
- 绝对领域 = 3007,
- 能量毁灭 = 3008,
- 迅捷之势 = 3009,
- 嗜血本能 = 3010,
- 平衡强化 = 3011,
- 血之狂欢 = 3012,
- }
-
- public enum PassiveID : long
- {
- META马 = 4001,
- 心灵之火 = 4002,
- 魔法震荡 = 4003,
- 灵能反射 = 4004,
- 智慧与力量 = 4005,
- 致命打击 = 4006,
- 毁灭之势 = 4007,
- 枯竭打击 = 4008,
- 玻璃大炮 = 4009,
- 累积之压 = 4010,
- 敏捷之刃 = 4011,
- 弱者猎手 = 4012,
- }
-
- public enum ItemPassiveID : long
- {
- 攻击之爪 = 5001,
- }
-
- public enum ItemActiveID : long
- {
-
- }
-}
diff --git a/Library/Skills/XinYin/天赐之力.cs b/Library/Skills/XinYin/天赐之力.cs
deleted file mode 100644
index b236b71..0000000
--- a/Library/Skills/XinYin/天赐之力.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 天赐之力 : Skill
- {
- public override long Id => (long)SuperSkillID.天赐之力;
- public override string Name => "天赐之力";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 60;
- public override double HardnessTime { get; set; } = 15;
-
- public 天赐之力(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 天赐之力特效(this));
- }
- }
-
- public class 天赐之力特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"{Duration:0.##} 时间内,增加 40% 攻击力 [ {攻击力提升:0.##} ]、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:0.##} ] 强化普通攻击的伤害。在持续时间内,【心灵之火】的冷却时间降低至 3 时间。";
- public override bool TargetSelf => false;
- public override int TargetCount => 1;
- public override bool Durative => true;
- public override double Duration => 40;
-
- private double 系数 => 1.2 * (1 + 0.6 * (Skill.Level - 1));
- private double 伤害加成 => 系数 * Skill.Character?.AGI ?? 0;
- private double 攻击力提升 => 0.4 * Skill.Character?.BaseATK ?? 0;
- private double 实际的攻击力提升 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际的攻击力提升 = 攻击力提升;
- character.ExATK2 += 实际的攻击力提升;
- character.PhysicalPenetration += 0.3;
- character.ExEvadeRate += 0.25;
- if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
- {
- e.基础冷却时间 = 3;
- if (e.冷却时间 > e.基础冷却时间) e.冷却时间 = e.基础冷却时间;
- }
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExATK2 -= 实际的攻击力提升;
- character.PhysicalPenetration -= 0.3;
- character.ExEvadeRate -= 0.25;
- if (character.Effects.Where(e => e is 心灵之火特效).FirstOrDefault() is 心灵之火特效 e)
- {
- e.基础冷却时间 = 8;
- }
- }
-
- public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack)
- {
- pNormalAttack += 0.1;
- return CharacterActionType.None;
- }
-
- public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
- {
- if (character == Skill.Character && isNormalAttack)
- {
- damage += 伤害加成;
- }
- }
-
- public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- baseHardnessTime *= 0.8;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/XinYin/心灵之火.cs b/Library/Skills/XinYin/心灵之火.cs
deleted file mode 100644
index 9c8477e..0000000
--- a/Library/Skills/XinYin/心灵之火.cs
+++ /dev/null
@@ -1,68 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 心灵之火 : Skill
- {
- public override long Id => (long)PassiveID.心灵之火;
- public override string Name => "心灵之火";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 心灵之火(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 心灵之火特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 心灵之火特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"普通攻击硬直时间减少 20%。每次使用普通攻击时,额外再发动一次普通攻击,伤害特效可叠加,冷却 {基础冷却时间:0.##} 时间。" +
- (冷却时间 > 0 ? $"(正在冷却:剩余 {冷却时间:0.##} 时间)" : "");
- public override bool TargetSelf => true;
-
- public double 冷却时间 { get; set; } = 0;
- public double 基础冷却时间 { get; set; } = 20;
- private bool 是否是嵌套普通攻击 = false;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && isNormalAttack && 冷却时间 == 0 && !是否是嵌套普通攻击 && GamingQueue != null)
- {
- WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
- 冷却时间 = 基础冷却时间;
- 是否是嵌套普通攻击 = true;
- character.NormalAttack.Attack(GamingQueue, character, enemy);
- }
-
- if (character == Skill.Character && 是否是嵌套普通攻击)
- {
- 是否是嵌套普通攻击 = false;
- }
- }
-
- public override void OnTimeElapsed(Character character, double elapsed)
- {
- if (冷却时间 > 0)
- {
- 冷却时间 -= elapsed;
- if (冷却时间 <= 0)
- {
- 冷却时间 = 0;
- }
- }
- }
-
- public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
- {
- baseHardnessTime *= 0.8;
- }
- }
-}
diff --git a/Library/Skills/Yang/魔法涌流.cs b/Library/Skills/Yang/魔法涌流.cs
deleted file mode 100644
index b0384db..0000000
--- a/Library/Skills/Yang/魔法涌流.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 魔法涌流 : Skill
- {
- public override long Id => (long)SuperSkillID.魔法涌流;
- public override string Name => "魔法涌流";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 35;
- public override double HardnessTime { get; set; } = 10;
-
- public 魔法涌流(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 魔法涌流特效(this));
- }
- }
-
- public class 魔法涌流特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => "魔法涌流";
- public override string Description => $"{Duration:0.##} 时间内,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 Durative => true;
- public override double Duration => 25;
-
- private double 减伤比例 => 0.1 + 0.02 * (Level - 1);
- private double 实际比例 = 0;
-
- public override void OnEffectGained(Character character)
- {
- 实际比例 = 减伤比例;
- character.NormalAttack.SetMagicType(true, character.MagicType);
- }
-
- public override void OnEffectLost(Character character)
- {
- character.NormalAttack.SetMagicType(false, character.MagicType);
- }
-
- public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (enemy == Skill.Character)
- {
- damage *= 1 - 实际比例;
- }
- return false;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 实际比例 = 0;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/Yang/魔法震荡.cs b/Library/Skills/Yang/魔法震荡.cs
deleted file mode 100644
index 1ac713e..0000000
--- a/Library/Skills/Yang/魔法震荡.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-using Milimoe.FunGame.Testing.Effects.SkillEffects;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 魔法震荡 : Skill
- {
- public override long Id => (long)PassiveID.魔法震荡;
- public override string Name => "魔法震荡";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 魔法震荡(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 魔法震荡特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 魔法震荡特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"造成魔法伤害时有 35% 几率使敌人眩晕 1 回合。";
- public override bool TargetSelf => true;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && isMagicDamage && damageResult != DamageResult.Evaded && new Random().NextDouble() < 0.35)
- {
- IEnumerable effects = enemy.Effects.Where(e => e is 眩晕 && e.Skill == Skill);
- if (effects.Any())
- {
- effects.First().RemainDurationTurn++;
- }
- else
- {
- 眩晕 e = new(Skill, character, false, 0, 1);
- enemy.Effects.Add(e);
- e.OnEffectGained(enemy);
- }
- WriteLine($"[ {character} ] 的魔法伤害触发了魔法震荡,[ {enemy} ] 被眩晕了!");
- }
- }
- }
-}
diff --git a/Library/Skills/dddovo/平衡强化.cs b/Library/Skills/dddovo/平衡强化.cs
deleted file mode 100644
index ea5a420..0000000
--- a/Library/Skills/dddovo/平衡强化.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 平衡强化 : Skill
- {
- public override long Id => (long)SuperSkillID.平衡强化;
- public override string Name => "平衡强化";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 100;
- public override double CD => 55 - (1 * (Level - 1));
- public override double HardnessTime { get; set; } = 12;
-
- public 平衡强化(Character? character = null) : base(SkillType.SuperSkill, character)
- {
- Effects.Add(new 平衡强化特效(this));
- }
- }
-
- public class 平衡强化特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"敏捷提高 20%,然后将目前的力量补充到与敏捷持平,持续 {Duration:0.##} 时间。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 30;
-
- private double 本次提升的敏捷 = 0;
- private double 本次提升的力量 = 0;
-
- public override void OnEffectGained(Character character)
- {
- double pastHP = character.HP;
- double pastMaxHP = character.MaxHP;
- double pastMP = character.MP;
- double pastMaxMP = character.MaxMP;
- 本次提升的敏捷 = character.BaseAGI * 0.2;
- character.ExAGI += 本次提升的敏捷;
- 本次提升的力量 = character.AGI - character.STR;
- character.ExSTR += 本次提升的力量;
- character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
- WriteLine($"[ {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)
- {
- double pastHP = character.HP;
- double pastMaxHP = character.MaxHP;
- double pastMP = character.MP;
- double pastMaxMP = character.MaxMP;
- character.ExAGI -= character.BaseAGI * 0.2;
- character.ExSTR -= 本次提升的力量;
- character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- RemainDuration = Duration;
- if (!caster.Effects.Contains(this))
- {
- 本次提升的敏捷 = 0;
- 本次提升的力量 = 0;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/dddovo/敏捷之刃.cs b/Library/Skills/dddovo/敏捷之刃.cs
deleted file mode 100644
index 867df92..0000000
--- a/Library/Skills/dddovo/敏捷之刃.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 敏捷之刃 : Skill
- {
- public override long Id => (long)PassiveID.敏捷之刃;
- public override string Name => "敏捷之刃";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
-
- public 敏捷之刃(Character? character = null) : base(SkillType.Passive, character)
- {
- Effects.Add(new 敏捷之刃特效(this));
- }
-
- public override IEnumerable AddInactiveEffectToCharacter()
- {
- return Effects;
- }
- }
-
- public class 敏捷之刃特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
- public override bool TargetSelf => true;
-
- private double 敏捷伤害 => 敏捷系数 * Skill.Character?.AGI ?? 0;
- private readonly double 敏捷系数 = 2.5;
- private bool 是否是嵌套伤害 = false;
-
- public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && isNormalAttack && damageResult != DamageResult.Evaded && !是否是嵌套伤害)
- {
- WriteLine($"[ {character} ] 发动了敏捷之刃!将造成额外伤害!");
- 是否是嵌套伤害 = true;
- DamageToEnemy(character, enemy, true, magicType, 敏捷伤害);
- }
-
- if (character == Skill.Character && 是否是嵌套伤害)
- {
- 是否是嵌套伤害 = false;
- }
- }
- }
-}
diff --git a/Library/Skills/战技/疾风步.cs b/Library/Skills/战技/疾风步.cs
deleted file mode 100644
index 761eefd..0000000
--- a/Library/Skills/战技/疾风步.cs
+++ /dev/null
@@ -1,84 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 疾风步 : Skill
- {
- public override long Id => (long)SkillID.疾风步;
- public override string Name => "疾风步";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 60;
- public override double CD => 35;
- public override double HardnessTime { get; set; } = 5;
-
- public 疾风步(Character? character = null) : base(SkillType.Skill, character)
- {
- Effects.Add(new 疾风步特效(this));
- }
- }
-
- public class 疾风步特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration:0.##} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 的强化伤害,并解除不可选中状态。";
- public override bool TargetSelf => true;
- public override bool Durative => true;
- public override double Duration => 12 + (1 * (Level - 1));
-
- private double 系数 => 0.5 + 0.5 * (Skill.Level - 1);
- private double 伤害加成 => 系数 * Skill.Character?.AGI ?? 0;
- private bool 首次伤害 { get; set; } = true;
- private bool 破隐一击 { get; set; } = false;
-
- public override void OnEffectGained(Character character)
- {
- Skill.IsInEffect = true;
- character.CharacterEffectTypes.Add(this, [EffectType.Unselectable]);
- character.UpdateCharacterState();
- character.ExSPD += 100;
- character.ExCritRate += 0.08;
- }
-
- public override void OnEffectLost(Character character)
- {
- Skill.IsInEffect = false;
- if (!破隐一击)
- {
- // 在没有打出破隐一击的情况下,恢复角色状态
- character.CharacterEffectTypes.Remove(this);
- character.UpdateCharacterState();
- }
- character.ExSPD -= 100;
- character.ExCritRate -= 0.08;
- }
-
- public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
- {
- if (character == Skill.Character && 首次伤害)
- {
- 首次伤害 = false;
- 破隐一击 = true;
- character.CharacterEffectTypes.Remove(this);
- character.UpdateCharacterState();
- double d = 伤害加成;
- damage += d;
- WriteLine($"[ {character} ] 触发了疾风步破隐一击,获得了 [ {d:0.##} ] 点伤害加成!");
- }
- return false;
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- if (!caster.Effects.Contains(this))
- {
- 首次伤害 = true;
- 破隐一击 = false;
- RemainDuration = Duration;
- caster.Effects.Add(this);
- OnEffectGained(caster);
- }
- }
- }
-}
diff --git a/Library/Skills/魔法/冰霜攻击.cs b/Library/Skills/魔法/冰霜攻击.cs
deleted file mode 100644
index 545a261..0000000
--- a/Library/Skills/魔法/冰霜攻击.cs
+++ /dev/null
@@ -1,52 +0,0 @@
-using Milimoe.FunGame.Core.Entity;
-using Milimoe.FunGame.Core.Library.Constant;
-
-namespace Milimoe.FunGame.Testing.Skills
-{
- public class 冰霜攻击 : Skill
- {
- public override long Id => (long)MagicID.冰霜攻击;
- public override string Name => "冰霜攻击";
- public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double MPCost => 30 + (50 * (Level - 1));
- public override double CD => 20;
- public override double CastTime => 6;
- public override double HardnessTime { get; set; } = 3;
-
- public 冰霜攻击(Character? character = null) : base(SkillType.Magic, character)
- {
- Effects.Add(new 冰霜攻击特效(this));
- }
- }
-
- public class 冰霜攻击特效(Skill skill) : Effect(skill)
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"对目标敌人造成 {90 + 60 * (Skill.Level - 1):0.##} + {(1.2 + 1.8 * (Skill.Level - 1)) * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
- public override bool TargetSelf => false;
- public override int TargetCount => 1;
-
- private double Damage
- {
- get
- {
- double d = 0;
- if (Skill.Character != null)
- {
- d = 90 + 60 * (Skill.Level - 1) + (1.2 + 1.8 * (Skill.Level - 1)) * Skill.Character.INT;
- }
- return d;
- }
- }
-
- public override void OnSkillCasted(Character caster, List targets, Dictionary others)
- {
- if (targets.Count > 0)
- {
- Character enemy = targets[0];
- DamageToEnemy(caster, enemy, true, MagicType, Damage);
- }
- }
- }
-}
diff --git a/Library/Solutions/TestModule.cs b/Library/Solutions/TestModule.cs
index 988f77b..38884b8 100644
--- a/Library/Solutions/TestModule.cs
+++ b/Library/Solutions/TestModule.cs
@@ -1,9 +1,6 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
-using Milimoe.FunGame.Testing.Effects.OpenEffects;
-using Milimoe.FunGame.Testing.Items;
-using Milimoe.FunGame.Testing.Skills;
namespace Addons
{
@@ -60,33 +57,6 @@ namespace Addons
{
Skill skill = id switch
{
- (long)MagicID.冰霜攻击 => new 冰霜攻击(),
- (long)SkillID.疾风步 => new 疾风步(),
- (long)SuperSkillID.力量爆发 => new 力量爆发(),
- (long)SuperSkillID.天赐之力 => new 天赐之力(),
- (long)SuperSkillID.魔法涌流 => new 魔法涌流(),
- (long)SuperSkillID.三重叠加 => new 三重叠加(),
- (long)SuperSkillID.变幻之心 => new 变幻之心(),
- (long)SuperSkillID.精准打击 => new 精准打击(),
- (long)SuperSkillID.绝对领域 => new 绝对领域(),
- (long)SuperSkillID.能量毁灭 => new 能量毁灭(),
- (long)SuperSkillID.迅捷之势 => new 迅捷之势(),
- (long)SuperSkillID.嗜血本能 => new 嗜血本能(),
- (long)SuperSkillID.平衡强化 => new 平衡强化(),
- (long)SuperSkillID.血之狂欢 => new 血之狂欢(),
- (long)PassiveID.META马 => new META马(),
- (long)PassiveID.心灵之火 => new 心灵之火(),
- (long)PassiveID.魔法震荡 => new 魔法震荡(),
- (long)PassiveID.灵能反射 => new 灵能反射(),
- (long)PassiveID.智慧与力量 => new 智慧与力量(),
- (long)PassiveID.致命打击 => new 致命打击(),
- (long)PassiveID.毁灭之势 => new 毁灭之势(),
- (long)PassiveID.枯竭打击 => new 枯竭打击(),
- (long)PassiveID.玻璃大炮 => new 玻璃大炮(),
- (long)PassiveID.累积之压 => new 累积之压(),
- (long)PassiveID.敏捷之刃 => new 敏捷之刃(),
- (long)PassiveID.弱者猎手 => new 弱者猎手(),
- (long)ItemPassiveID.攻击之爪 => new 攻击之爪技能(),
_ => new OpenSkill(id, name, args)
};
@@ -108,30 +78,8 @@ namespace Addons
{
if (args.TryGetValue("skill", out object? value) && value is Skill skill && args.TryGetValue("values", out value) && value is Dictionary dict)
{
- return (EffectID)id switch
+ return id switch
{
- EffectID.ExATK => new ExATK(skill, dict),
- EffectID.ExDEF => new ExDEF(skill, dict),
- EffectID.ExSTR => new ExSTR(skill, dict),
- EffectID.ExAGI => new ExAGI(skill, dict),
- EffectID.ExINT => new ExINT(skill, dict),
- EffectID.SkillHardTimeReduce => new SkillHardTimeReduce(skill, dict),
- EffectID.NormalAttackHardTimeReduce => new NormalAttackHardTimeReduce(skill, dict),
- EffectID.AccelerationCoefficient => new AccelerationCoefficient(skill, dict),
- EffectID.ExSPD => new ExSPD(skill, dict),
- EffectID.ExActionCoefficient => new ExActionCoefficient(skill, dict),
- EffectID.ExCDR => new ExCDR(skill, dict),
- EffectID.ExMaxHP => new ExMaxHP(skill, dict),
- EffectID.ExMaxMP => new ExMaxMP(skill, dict),
- EffectID.ExCritRate => new ExCritRate(skill, dict),
- EffectID.ExCritDMG => new ExCritDMG(skill, dict),
- EffectID.ExEvadeRate => new ExEvadeRate(skill, dict),
- EffectID.PhysicalPenetration => new PhysicalPenetration(skill, dict),
- EffectID.MagicalPenetration => new MagicalPenetration(skill, dict),
- EffectID.ExPDR => new ExPDR(skill, dict),
- EffectID.ExMDF => new ExMDF(skill, dict),
- EffectID.ExHR => new ExHR(skill, dict),
- EffectID.ExMR => new ExMR(skill, dict),
_ => null
};
}
@@ -164,9 +112,6 @@ namespace Addons
{
return id switch
{
- (long)AccessoryID.攻击之爪10 => new 攻击之爪10(),
- (long)AccessoryID.攻击之爪30 => new 攻击之爪30(),
- (long)AccessoryID.攻击之爪50 => new 攻击之爪50(),
_ => null,
};
};
diff --git a/Library/Solutions/TestPlugin.cs b/Library/Solutions/TestPlugin.cs
index 4df359c..18d61da 100644
--- a/Library/Solutions/TestPlugin.cs
+++ b/Library/Solutions/TestPlugin.cs
@@ -3,8 +3,6 @@ using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Common.Event;
-using Milimoe.FunGame.Testing.Items;
-using Milimoe.FunGame.Testing.Skills;
using MilimoeFunGame.Testing.Characters;
namespace Addons
@@ -39,36 +37,8 @@ namespace Addons
config.SaveConfig();
EntityModuleConfig config2 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleSkill);
- Character c = Factory.GetCharacter();
+ //Character c = Factory.GetCharacter();
List listSkill = [];
- listSkill.Add(new 冰霜攻击(c));
- listSkill.Add(new 疾风步(c));
- listSkill.Add(new META马(c));
- listSkill.Add(new 力量爆发(c));
- listSkill.Add(new 心灵之火(c));
- listSkill.Add(new 天赐之力(c));
- listSkill.Add(new 魔法震荡(c));
- listSkill.Add(new 魔法涌流(c));
- listSkill.Add(new 灵能反射(c));
- listSkill.Add(new 三重叠加(c));
- listSkill.Add(new 智慧与力量(c));
- listSkill.Add(new 变幻之心(c));
- listSkill.Add(new 致命打击(c));
- listSkill.Add(new 精准打击(c));
- listSkill.Add(new 毁灭之势(c));
- listSkill.Add(new 绝对领域(c));
- listSkill.Add(new 枯竭打击(c));
- listSkill.Add(new 能量毁灭(c));
- listSkill.Add(new 玻璃大炮(c));
- listSkill.Add(new 迅捷之势(c));
- listSkill.Add(new 累积之压(c));
- listSkill.Add(new 嗜血本能(c));
- listSkill.Add(new 敏捷之刃(c));
- listSkill.Add(new 平衡强化(c));
- listSkill.Add(new 弱者猎手(c));
- listSkill.Add(new 血之狂欢(c));
- listSkill.Add(new 冰霜攻击(c));
- listSkill.Add(new 疾风步(c));
foreach (Skill s in listSkill)
{
config2.Add(s.Name, s);
@@ -77,9 +47,7 @@ namespace Addons
EntityModuleConfig- config3 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleItem)
{
- { "攻击之爪10", new 攻击之爪10() },
- { "攻击之爪30", new 攻击之爪30() },
- { "攻击之爪50", new 攻击之爪50() }
+
};
config3.SaveConfig();
diff --git a/Library/Tests/FunGame.cs b/Library/Tests/FunGame.cs
index 1e075f4..dda55db 100644
--- a/Library/Tests/FunGame.cs
+++ b/Library/Tests/FunGame.cs
@@ -2,8 +2,6 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Model;
-using Milimoe.FunGame.Testing.Items;
-using Milimoe.FunGame.Testing.Skills;
using MilimoeFunGame.Testing.Characters;
namespace Milimoe.FunGame.Testing.Tests
@@ -86,209 +84,209 @@ namespace Milimoe.FunGame.Testing.Tests
character9, character10, character11, character12
];
- int clevel = 60;
- int slevel = 6;
- int mlevel = 8;
+ //int clevel = 60;
+ //int slevel = 6;
+ //int mlevel = 8;
// 升级和赋能
- for (int index = 0; index < characters.Count; index++)
- {
- Character c = characters[index];
- c.Level = clevel;
- c.NormalAttack.Level = mlevel;
+ //for (int index = 0; index < characters.Count; index++)
+ //{
+ // Character c = characters[index];
+ // c.Level = clevel;
+ // c.NormalAttack.Level = mlevel;
- Skill 冰霜攻击 = new 冰霜攻击(c)
- {
- Level = mlevel
- };
- c.Skills.Add(冰霜攻击);
+ // Skill 冰霜攻击 = new 冰霜攻击(c)
+ // {
+ // Level = mlevel
+ // };
+ // c.Skills.Add(冰霜攻击);
- Skill 疾风步 = new 疾风步(c)
- {
- Level = slevel
- };
- c.Skills.Add(疾风步);
+ // Skill 疾风步 = new 疾风步(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(疾风步);
- if (c == character1)
- {
- Skill META马 = new META马(c)
- {
- Level = 1
- };
- c.Skills.Add(META马);
+ // if (c == character1)
+ // {
+ // Skill META马 = new META马(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(META马);
- Skill 力量爆发 = new 力量爆发(c)
- {
- Level = mlevel
- };
- c.Skills.Add(力量爆发);
- }
+ // Skill 力量爆发 = new 力量爆发(c)
+ // {
+ // Level = mlevel
+ // };
+ // c.Skills.Add(力量爆发);
+ // }
- if (c == character2)
- {
- Skill 心灵之火 = new 心灵之火(c)
- {
- Level = 1
- };
- c.Skills.Add(心灵之火);
+ // if (c == character2)
+ // {
+ // Skill 心灵之火 = new 心灵之火(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(心灵之火);
- Skill 天赐之力 = new 天赐之力(c)
- {
- Level = slevel
- };
- c.Skills.Add(天赐之力);
- }
+ // Skill 天赐之力 = new 天赐之力(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(天赐之力);
+ // }
- if (c == character3)
- {
- Skill 魔法震荡 = new 魔法震荡(c)
- {
- Level = 1
- };
- c.Skills.Add(魔法震荡);
+ // if (c == character3)
+ // {
+ // Skill 魔法震荡 = new 魔法震荡(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(魔法震荡);
- Skill 魔法涌流 = new 魔法涌流(c)
- {
- Level = slevel
- };
- c.Skills.Add(魔法涌流);
- }
+ // Skill 魔法涌流 = new 魔法涌流(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(魔法涌流);
+ // }
- if (c == character4)
- {
- Skill 灵能反射 = new 灵能反射(c)
- {
- Level = 1
- };
- c.Skills.Add(灵能反射);
+ // if (c == character4)
+ // {
+ // Skill 灵能反射 = new 灵能反射(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(灵能反射);
- Skill 三重叠加 = new 三重叠加(c)
- {
- Level = slevel
- };
- c.Skills.Add(三重叠加);
- }
+ // Skill 三重叠加 = new 三重叠加(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(三重叠加);
+ // }
- if (c == character5)
- {
- Skill 智慧与力量 = new 智慧与力量(c)
- {
- Level = 1
- };
- c.Skills.Add(智慧与力量);
+ // if (c == character5)
+ // {
+ // Skill 智慧与力量 = new 智慧与力量(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(智慧与力量);
- Skill 变幻之心 = new 变幻之心(c)
- {
- Level = slevel
- };
- c.Skills.Add(变幻之心);
- }
+ // Skill 变幻之心 = new 变幻之心(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(变幻之心);
+ // }
- if (c == character6)
- {
- Skill 致命打击 = new 致命打击(c)
- {
- Level = 1
- };
- c.Skills.Add(致命打击);
+ // if (c == character6)
+ // {
+ // Skill 致命打击 = new 致命打击(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(致命打击);
- Skill 精准打击 = new 精准打击(c)
- {
- Level = slevel
- };
- c.Skills.Add(精准打击);
- }
+ // Skill 精准打击 = new 精准打击(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(精准打击);
+ // }
- if (c == character7)
- {
- Skill 毁灭之势 = new 毁灭之势(c)
- {
- Level = 1
- };
- c.Skills.Add(毁灭之势);
+ // if (c == character7)
+ // {
+ // Skill 毁灭之势 = new 毁灭之势(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(毁灭之势);
- Skill 绝对领域 = new 绝对领域(c)
- {
- Level = slevel
- };
- c.Skills.Add(绝对领域);
- }
+ // Skill 绝对领域 = new 绝对领域(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(绝对领域);
+ // }
- if (c == character8)
- {
- Skill 枯竭打击 = new 枯竭打击(c)
- {
- Level = 1
- };
- c.Skills.Add(枯竭打击);
+ // if (c == character8)
+ // {
+ // Skill 枯竭打击 = new 枯竭打击(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(枯竭打击);
- Skill 能量毁灭 = new 能量毁灭(c)
- {
- Level = slevel
- };
- c.Skills.Add(能量毁灭);
- }
+ // Skill 能量毁灭 = new 能量毁灭(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(能量毁灭);
+ // }
- if (c == character9)
- {
- Skill 玻璃大炮 = new 玻璃大炮(c)
- {
- Level = 1
- };
- c.Skills.Add(玻璃大炮);
+ // if (c == character9)
+ // {
+ // Skill 玻璃大炮 = new 玻璃大炮(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(玻璃大炮);
- Skill 迅捷之势 = new 迅捷之势(c)
- {
- Level = slevel
- };
- c.Skills.Add(迅捷之势);
- }
+ // Skill 迅捷之势 = new 迅捷之势(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(迅捷之势);
+ // }
- if (c == character10)
- {
- Skill 累积之压 = new 累积之压(c)
- {
- Level = 1
- };
- c.Skills.Add(累积之压);
+ // if (c == character10)
+ // {
+ // Skill 累积之压 = new 累积之压(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(累积之压);
- Skill 嗜血本能 = new 嗜血本能(c)
- {
- Level = slevel
- };
- c.Skills.Add(嗜血本能);
- }
+ // Skill 嗜血本能 = new 嗜血本能(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(嗜血本能);
+ // }
- if (c == character11)
- {
- Skill 敏捷之刃 = new 敏捷之刃(c)
- {
- Level = 1
- };
- c.Skills.Add(敏捷之刃);
+ // if (c == character11)
+ // {
+ // Skill 敏捷之刃 = new 敏捷之刃(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(敏捷之刃);
- Skill 平衡强化 = new 平衡强化(c)
- {
- Level = slevel
- };
- c.Skills.Add(平衡强化);
- }
+ // Skill 平衡强化 = new 平衡强化(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(平衡强化);
+ // }
- if (c == character12)
- {
- Skill 弱者猎手 = new 弱者猎手(c)
- {
- Level = 1
- };
- c.Skills.Add(弱者猎手);
+ // if (c == character12)
+ // {
+ // Skill 弱者猎手 = new 弱者猎手(c)
+ // {
+ // Level = 1
+ // };
+ // c.Skills.Add(弱者猎手);
- Skill 血之狂欢 = new 血之狂欢(c)
- {
- Level = slevel
- };
- c.Skills.Add(血之狂欢);
- }
- }
+ // Skill 血之狂欢 = new 血之狂欢(c)
+ // {
+ // Level = slevel
+ // };
+ // c.Skills.Add(血之狂欢);
+ // }
+ //}
// 显示角色信息
if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
@@ -563,7 +561,7 @@ namespace Milimoe.FunGame.Testing.Tests
Dictionary exitem = Factory.GetGameModuleInstances
- (nameof(SkillJSONTest), nameof(Item));
Items.AddRange(exitem.Values);
- Items.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
+ //Items.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
}
}
}