删除testing的技能

This commit is contained in:
milimoe 2024-11-08 23:45:25 +08:00
parent 3a7daf0856
commit 98859605c7
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
73 changed files with 183 additions and 4118 deletions

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namespace Milimoe.FunGame.Testing.Effects.OpenEffects
{
public enum EffectID : long
{
/// <summary>
/// 数值攻击力参数exatk
/// </summary>
ExATK = 8001,
/// <summary>
/// 数值物理护甲参数exdef
/// </summary>
ExDEF = 8002,
/// <summary>
/// 数值力量参数exstr
/// </summary>
ExSTR = 8003,
/// <summary>
/// 数值敏捷参数exagi
/// </summary>
ExAGI = 8004,
/// <summary>
/// 数值智力参数exint
/// </summary>
ExINT = 8005,
/// <summary>
/// 数值技能硬直时间减少参数shtr
/// </summary>
SkillHardTimeReduce = 8006,
/// <summary>
/// 数值普攻硬直时间减少参数nahtr
/// </summary>
NormalAttackHardTimeReduce = 8007,
/// <summary>
/// 加速系数%参数exacc
/// </summary>
AccelerationCoefficient = 8008,
/// <summary>
/// 数值行动速度参数exspd
/// </summary>
ExSPD = 8009,
/// <summary>
/// 行动系数%参考exac
/// </summary>
ExActionCoefficient = 8010,
/// <summary>
/// 冷却缩减%参数excdr
/// </summary>
ExCDR = 8011,
/// <summary>
/// 数值生命值参数exhp
/// </summary>
ExMaxHP = 8012,
/// <summary>
/// 数值魔法值参数exmp
/// </summary>
ExMaxMP = 8013,
/// <summary>
/// 暴击率%参数excr
/// </summary>
ExCritRate = 8014,
/// <summary>
/// 暴击伤害%参数excrd
/// </summary>
ExCritDMG = 8015,
/// <summary>
/// 闪避率%参数exer
/// </summary>
ExEvadeRate = 8016,
/// <summary>
/// 物理穿透%参数exppt
/// </summary>
PhysicalPenetration = 8017,
/// <summary>
/// 魔法穿透%参数exmpt
/// </summary>
MagicalPenetration = 8018,
/// <summary>
/// 物理伤害减免%参数expdr
/// </summary>
ExPDR = 8019,
/// <summary>
/// 魔法抗性%<para/>
/// 参数:<para/>
/// 魔法类型对应MagicType0为所有mdftype<para/>
/// 魔法抗性%mdfvalue
/// </summary>
ExMDF = 8020,
/// <summary>
/// 数值生命回复参数exhr
/// </summary>
ExHR = 8021,
/// <summary>
/// 数值魔法回复参数exmr
/// </summary>
ExMR = 8022,
/// <summary>
/// 攻击力%参数exatk
/// </summary>
ExATK2 = 8023,
/// <summary>
/// 物理护甲%参数exdef
/// </summary>
ExDEF2 = 8024,
/// <summary>
/// 力量%参数exstr
/// </summary>
ExSTR2 = 8025,
/// <summary>
/// 敏捷%参数exagi
/// </summary>
ExAGI2 = 8026,
/// <summary>
/// 智力%参数exint
/// </summary>
ExINT2 = 8027,
/// <summary>
/// 技能硬直时间减少%参数shtr
/// </summary>
SkillHardTimeReduce2 = 8028,
/// <summary>
/// 普攻硬直时间减少%参数nahtr
/// </summary>
NormalAttackHardTimeReduce2 = 8029,
/// <summary>
/// 最大生命值%参数exhp
/// </summary>
ExMaxHP2 = 8030,
/// <summary>
/// 最大魔法值%参数exmp
/// </summary>
ExMaxMP2 = 8031,
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.ItemEffects
{
public class : 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 = 0;
public override void OnEffectGained(Character character)
{
character.ExCDR += ;
}
public override void OnEffectLost(Character character)
{
character.ExCDR -= ;
}
public (Skill skill, double exCdr, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exCdr;
Source = source;
Item = item;
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.ItemEffects
{
public class : 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 = 2;
public override void OnEffectGained(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime -= ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime -= ;
}
}
public override void OnEffectLost(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime += ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime += ;
}
}
public (Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= reduce;
Source = source;
Item = item;
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.ItemEffects
{
public class : 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 = 0;
public override void OnEffectGained(Character character)
{
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
}
public (Skill skill, double exATK, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exATK;
Source = source;
Item = item;
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.ItemEffects
{
public class : 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 = 2;
public override void OnEffectGained(Character character)
{
character.NormalAttack.HardnessTime -= ;
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.HardnessTime += ;
}
public (Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= reduce;
Source = source;
Item = item;
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.ItemEffects
{
public class : 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 = 0;
public override void OnEffectGained(Character character)
{
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
}
public (Skill skill, double exDef, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exDef;
Source = source;
Item = item;
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.AccelerationCoefficient += ;
}
public override void OnEffectLost(Character character)
{
character.AccelerationCoefficient -= ;
}
public AccelerationCoefficient(Skill skill, Dictionary<string, object> 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))
{
= exACC;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExAGI += ;
}
public override void OnEffectLost(Character character)
{
character.ExAGI -= ;
}
public ExAGI(Skill skill, Dictionary<string, object> 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))
{
= exAGI;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseAGI * ;
character.ExAGI += ;
}
public override void OnEffectLost(Character character)
{
character.ExAGI -= ;
= 0;
}
public ExAGI2(Skill skill, Dictionary<string, object> 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))
{
= exAGI;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
}
public ExATK(Skill skill, Dictionary<string, object> 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))
{
= exATK;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseATK * ;
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
= 0;
}
public ExATK2(Skill skill, Dictionary<string, object> 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))
{
= exATK;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExActionCoefficient += ;
}
public override void OnEffectLost(Character character)
{
character.ExActionCoefficient -= ;
}
public ExActionCoefficient(Skill skill, Dictionary<string, object> 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))
{
= exAC;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExCDR += ;
}
public override void OnEffectLost(Character character)
{
character.ExCDR -= ;
}
public ExCDR(Skill skill, Dictionary<string, object> 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))
{
= exCDR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExCritDMG += ;
}
public override void OnEffectLost(Character character)
{
character.ExCritDMG -= ;
}
public ExCritDMG(Skill skill, Dictionary<string, object> 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))
{
= exCRD;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExCritRate += ;
}
public override void OnEffectLost(Character character)
{
character.ExCritRate -= ;
}
public ExCritRate(Skill skill, Dictionary<string, object> 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))
{
= exCR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
}
public ExDEF(Skill skill, Dictionary<string, object> 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))
{
= exDEF;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseDEF * ;
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
= 0;
}
public ExDEF2(Skill skill, Dictionary<string, object> 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))
{
= exDEF;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExEvadeRate += ;
}
public override void OnEffectLost(Character character)
{
character.ExEvadeRate -= ;
}
public ExEvadeRate(Skill skill, Dictionary<string, object> 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))
{
= exER;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExHR += ;
}
public override void OnEffectLost(Character character)
{
character.ExHR -= ;
}
public ExHR(Skill skill, Dictionary<string, object> 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))
{
= exHR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExINT += ;
}
public override void OnEffectLost(Character character)
{
character.ExINT -= ;
}
public ExINT(Skill skill, Dictionary<string, object> 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))
{
= exINT;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseINT * ;
character.ExINT += ;
}
public override void OnEffectLost(Character character)
{
character.ExINT -= ;
= 0;
}
public ExINT2(Skill skill, Dictionary<string, object> 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))
{
= exINT;
}
}
}
}
}

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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 = 0;
private readonly MagicType = MagicType.None;
public override void OnEffectGained(Character character)
{
switch ()
{
case MagicType.Starmark:
character.MDF.Starmark += ;
break;
case MagicType.PurityNatural:
character.MDF.PurityNatural += ;
break;
case MagicType.PurityContemporary:
character.MDF.PurityContemporary += ;
break;
case MagicType.Bright:
character.MDF.Bright += ;
break;
case MagicType.Shadow:
character.MDF.Shadow += ;
break;
case MagicType.Element:
character.MDF.Element += ;
break;
case MagicType.Fleabane:
character.MDF.Fleabane += ;
break;
case MagicType.Particle:
character.MDF.Particle += ;
break;
case MagicType.None:
default:
character.MDF.SetAllValue(, false);
break;
}
}
public override void OnEffectLost(Character character)
{
switch ()
{
case MagicType.Starmark:
character.MDF.Starmark -= ;
break;
case MagicType.PurityNatural:
character.MDF.PurityNatural -= ;
break;
case MagicType.PurityContemporary:
character.MDF.PurityContemporary -= ;
break;
case MagicType.Bright:
character.MDF.Bright -= ;
break;
case MagicType.Shadow:
character.MDF.Shadow -= ;
break;
case MagicType.Element:
character.MDF.Element -= ;
break;
case MagicType.Fleabane:
character.MDF.Fleabane -= ;
break;
case MagicType.Particle:
character.MDF.Particle -= ;
break;
case MagicType.None:
default:
character.MDF.SetAllValue(-, false);
break;
}
}
public ExMDF(Skill skill, Dictionary<string, object> 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))
{
= (MagicType)mdfType;
}
else
{
= MagicType.None;
}
}
key = Values.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mdfValue))
{
= mdfValue;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExMR += ;
}
public override void OnEffectLost(Character character)
{
character.ExMR -= ;
}
public ExMR(Skill skill, Dictionary<string, object> 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))
{
= exMR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExHP2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExHP2 -= ;
}
public ExMaxHP(Skill skill, Dictionary<string, object> 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))
{
= exHP;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseHP * ;
character.ExHP2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExHP2 -= ;
= 0;
}
public ExMaxHP2(Skill skill, Dictionary<string, object> 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))
{
= exHP;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExMP2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExMP2 -= ;
}
public ExMaxMP(Skill skill, Dictionary<string, object> 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))
{
= exMP;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseMP * ;
character.ExMP2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExMP2 -= ;
= 0;
}
public ExMaxMP2(Skill skill, Dictionary<string, object> 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))
{
= exMP;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExPDR += ;
}
public override void OnEffectLost(Character character)
{
character.ExPDR -= ;
}
public ExPDR(Skill skill, Dictionary<string, object> 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))
{
= exPDR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExSPD += ;
}
public override void OnEffectLost(Character character)
{
character.ExSPD -= ;
}
public ExSPD(Skill skill, Dictionary<string, object> 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))
{
= exSPD;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.ExSTR += ;
}
public override void OnEffectLost(Character character)
{
character.ExSTR -= ;
}
public ExSTR(Skill skill, Dictionary<string, object> 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))
{
= exSTR;
}
}
}
}
}

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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 = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= character.BaseSTR * ;
character.ExSTR += ;
}
public override void OnEffectLost(Character character)
{
character.ExSTR -= ;
= 0;
}
public ExSTR2(Skill skill, Dictionary<string, object> 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))
{
= exSTR;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.MagicalPenetration += ;
}
public override void OnEffectLost(Character character)
{
character.MagicalPenetration -= ;
}
public MagicalPenetration(Skill skill, Dictionary<string, object> 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))
{
= exMPT;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.NormalAttack.HardnessTime -= ;
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.HardnessTime += ;
}
public NormalAttackHardTimeReduce(Skill skill, Dictionary<string, object> 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))
{
= nahtr;
}
}
}
}
}

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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 = 0;
public override void OnEffectGained(Character character)
{
character.NormalAttack.HardnessTime -= character.NormalAttack.HardnessTime * ;
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * ;
}
public NormalAttackHardTimeReduce2(Skill skill, Dictionary<string, object> 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))
{
= nahtr;
}
}
}
}
}

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@ -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 = 0;
public override void OnEffectGained(Character character)
{
character.PhysicalPenetration += ;
}
public override void OnEffectLost(Character character)
{
character.PhysicalPenetration -= ;
}
public PhysicalPenetration(Skill skill, Dictionary<string, object> 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))
{
= exPPT;
}
}
}
}
}

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@ -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 = 0;
public override void OnEffectGained(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime -= ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime -= ;
}
}
public override void OnEffectLost(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime += ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime += ;
}
}
public SkillHardTimeReduce(Skill skill, Dictionary<string, object> 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))
{
= shtr;
}
}
}
}
}

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@ -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 = 0;
public override void OnEffectGained(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime -= s.HardnessTime * ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime -= s.HardnessTime * ;
}
}
public override void OnEffectLost(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime += s.HardnessTime * ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime += s.HardnessTime * ;
}
}
public SkillHardTimeReduce2(Skill skill, Dictionary<string, object> 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))
{
= shtr;
}
}
}
}
}

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@ -1,47 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.SkillEffects
{
public class : 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 (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();
}
}
}

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@ -1,24 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects.SkillEffects
{
public class : 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 (Skill skill, Character sourceCharacter) : base(skill)
{
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
}
}
}

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@ -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 10 : Item
{
public override long Id => (long)AccessoryID.10;
public override string Name => "攻击之爪 +10";
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
public 10(Character? character = null) : base(ItemType.Accessory)
{
Skills.Passives.Add(new (character, this, 10));
}
}
public class 30 : Item
{
public override long Id => (long)AccessoryID.30;
public override string Name => "攻击之爪 +30";
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
public 30(Character? character = null) : base(ItemType.Accessory)
{
Skills.Passives.Add(new (character, this, 30));
}
}
public class 50 : Item
{
public override long Id => (long)AccessoryID.50;
public override string Name => "攻击之爪 +50";
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
public 50(Character? character = null) : base(ItemType.Accessory)
{
Skills.Passives.Add(new (character, this, 50));
}
}
public class : Skill
{
public override long Id => (long)ItemPassiveID.;
public override string Name => "攻击之爪";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null, Item? item = null, double exATK = 0) : base(SkillType.Passive, character)
{
Level = 1;
Item = item;
Effects.Add(new (this, exATK, character, item));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
}

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@ -1,9 +0,0 @@
namespace Milimoe.FunGame.Testing.Items
{
public enum AccessoryID : long
{
10 = 14001,
30 = 14002,
50 = 14003,
}
}

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@ -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 : 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 (Character? character = null) : base(ItemType.Weapon)
{
WeaponType = WeaponType.Bow;
Skills.Passives.Add(new (character, this));
}
}
public class : 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 = 80;
private readonly double = 2;
public (Character? character, Item item) : base(SkillType.Passive, character)
{
Level = 1;
Item = item;
Effects.Add(new (this, , character, item));
Effects.Add(new (this, , character, item));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
}

View File

@ -12,7 +12,8 @@ ItemModule im = new();
im.Load(); im.Load();
FunGameSimulation.InitCharacter(); FunGameSimulation.InitCharacter();
FunGameSimulation.StartGame(true, false, true); List<string> strings = FunGameSimulation.StartGame(false, false, true);
strings.ForEach(Console.WriteLine);
//Character c = FunGameSimulation.Characters[1].Copy(); //Character c = FunGameSimulation.Characters[1].Copy();
//foreach (Skill s in FunGameSimulation.Magics) //foreach (Skill s in FunGameSimulation.Magics)
@ -30,8 +31,9 @@ FunGameSimulation.StartGame(true, false, true);
//Stopwatch stopwatch = new(); //Stopwatch stopwatch = new();
//stopwatch.Start(); //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, false);
// FunGameSimulation.StartGame(false, false, true); // FunGameSimulation.StartGame(false, false, true);
//} //}

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@ -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 : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
public HashSet<Character> { get; } = [];
private double => 0.03 * Level;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
{
int = 0;
if (enemy.Effects.Where(e => e is ).FirstOrDefault() is e)
{
= e.MarkLevel;
}
else if (.Remove(enemy))
{
= 4;
}
double = * * damage;
character.HP += ;
WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
.Clear();
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -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 : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "累积之压";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
public override bool TargetSelf => true;
private readonly double = 0.12;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && damageResult != DamageResult.Evaded && !)
{
// 叠标记
IEnumerable<Effect> effects = enemy.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e)
{
e.MarkLevel++;
IEnumerable<Effect> effects2 = character.Effects.Where(e => e is );
if (effects2.Any() && effects2.First() is e2)
{
if (e.MarkLevel >= 4)
{
e2..Add(enemy);
}
else
{
e2..Remove(enemy);
}
}
if (e.MarkLevel >= 4)
{
// 移除标记
enemy.Effects.Remove(e);
double = enemy.MaxHP * ;
WriteLine($"[ {character} ] 发动了累积之压!将对 [ {enemy} ] 造成眩晕和额外伤害!");
// 眩晕
IEnumerable<Effect> effects3 = enemy.Effects.Where(e => e is && e.Skill == Skill);
if (effects3.Any())
{
effects3.First().RemainDurationTurn++;
}
else
{
e3 = new(Skill, character, false, 0, 1);
enemy.Effects.Add(e3);
e3.OnEffectGained(enemy);
}
= true;
DamageToEnemy(character, enemy, false, magicType, );
}
}
else
{
enemy.Effects.Add(new (Skill, character));
}
}
if (character == Skill.Character && )
{
= false;
}
}
}
}

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@ -1,58 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "毁灭之势";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (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。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%" : "");
public override bool TargetSelf => true;
private readonly double = 0.04;
private double = 0;
public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (damageResult != DamageResult.Evaded)
{
if (enemy == Skill.Character && damage > 0 && !enemy.Effects.Where(e => e is ).Any())
{
= 0;
}
if (character == Skill.Character)
{
double = damage * ;
damage += ;
if ( > 0) WriteLine($"[ {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)
{
+= * eapsed;
WriteLine($"[ {character} ] 的 [ {Name} ] 效果增加了,当前总提升:{累计伤害 * 100:0.##}%。");
}
}
}

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@ -1,73 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration:0.##} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 16 + * 0.03;
private double => 0.2 + 0.015 * (Level - 1);
private double => * Skill.Character?.BaseAGI ?? 0;
private double = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.ExAGI += ;
WriteLine($"[ {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 -= ;
}
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<Character> targets)
{
= caster.EP;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,68 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
private double => 0.2 + 0.03 * (Level - 1);
private double => 0.8 + 0.04 * (Level - 1);
private double 穿 => 0.3;
private double = 0;
private double = 0;
private double 穿 = 0;
public override void OnEffectGained(Character character)
{
= ;
= ;
穿 = 穿;
character.ExCritRate += ;
character.ExCritDMG += ;
character.PhysicalPenetration += 穿;
WriteLine($"[ {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 -= ;
character.ExCritDMG -= ;
character.PhysicalPenetration -= 穿;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
= 0;
穿 = 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,40 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "致命打击";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (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;
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (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 { get; set; } = 0;
private readonly int = 3;
private readonly int = 2;
public override void OnEffectGained(Character character)
{
IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e)
{
e. = true;
e. = 3;
e. = 0;
}
}
public override void OnEffectLost(Character character)
{
IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e)
{
e. = false;
e. = 2;
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
= ;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "灵能反射";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值。";
public override bool TargetSelf => true;
public bool { get; set; } = false;
public int { get; set; } = 2;
public int { get; set; } = 0;
public double => 0.25 * Skill.Character?.INT ?? 0;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && ( && isNormalAttack || isMagicDamage) && damageResult != DamageResult.Evaded && character.EP < 200)
{
double = ;
character.EP += ;
WriteLine($"[ {character} ] 发动了灵能反射!额外获得了 {实际获得能量值:0.##} 能量!");
IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e)
{
double = * 10;
character.MP += ;
WriteLine($"[ {character} ] 发动了三重叠加!回复了 {获得的魔法值:0.##} 魔法值!");
}
}
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
if ()
{
AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
}
}
public override void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
{
if (skill.SkillType == SkillType.Magic)
{
AlterHardnessTime(character, ref baseHardnessTime, ref isCheckProtected);
}
}
public void AlterHardnessTime(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
++;
if ( < )
{
baseHardnessTime = 0;
isCheckProtected = false;
WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
}
else
{
= 0;
IEnumerable<Effect> effects = character.Effects.Where(e => e is );
if (effects.Any() && effects.First() is e)
{
baseHardnessTime = 0;
isCheckProtected = false;
WriteLine($"[ {character} ] 发动了灵能反射,消除了硬直时间!!");
e.--;
if (e. == 0)
{
character.Effects.Remove(e);
e.OnEffectLost(character);
}
}
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "变幻之心";
public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
public override bool TargetSelf => true;
private double => 0.25 + 0.03 * (Level - 1);
private double => 0.55 + 0.25 * (Level - 1);
public override void OnEffectGained(Character character)
{
Skill.IsInEffect = true;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
}
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && isMagicDamage)
{
double = ;
double = damage * ;
damage += ;
WriteLine($"[ {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<Character> targets, Dictionary<string, object> others)
{
IEnumerable<Effect> effects = caster.Effects.Where(e => e is );
if (effects.Any())
{
if (caster.PrimaryAttribute == PrimaryAttribute.STR)
{
double = * caster.MaxHP;
caster.HP += ;
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);
}
}
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "智慧与力量";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (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 = 0;
private double = 0;
private double = 0.3;
private double = 0.25;
private bool = 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)
{
= true;
character.ExEvadeRate += ;
character.MDF.None += ;
character.MDF.Particle += ;
character.MDF.Fleabane += ;
character.MDF.Element += ;
character.MDF.Shadow += ;
character.MDF.Bright += ;
character.MDF.PurityContemporary += ;
character.MDF.PurityNatural += ;
character.MDF.Starmark += ;
}
else
{
= false;
character.ExEvadeRate -= ;
character.MDF.None -= ;
character.MDF.Particle -= ;
character.MDF.Fleabane -= ;
character.MDF.Element -= ;
character.MDF.Shadow -= ;
character.MDF.Bright -= ;
character.MDF.PurityContemporary -= ;
character.MDF.PurityNatural -= ;
character.MDF.Starmark -= ;
}
}
public override void OnAttributeChanged(Character character)
{
if (Skill.Character != null)
{
if (Skill.Character.PrimaryAttribute == PrimaryAttribute.INT)
{
double diff = character.ExSTR - ;
character.ExINT = + character.BaseSTR + diff;
}
else if (Skill.Character.PrimaryAttribute == PrimaryAttribute.STR)
{
double diff = character.ExINT - ;
character.ExSTR = + 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;
= c.ExINT;
= c.ExSTR;
c.ExINT = -c.BaseINT;
c.ExSTR = + c.BaseINT + ;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
if ()
{
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;
= c.ExINT;
= c.ExSTR;
c.ExINT = + c.BaseSTR + ;
c.ExSTR = -c.BaseSTR;
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
if (!)
{
ResetEffect(character, true);
}
}
}
}
}
}
}

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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<Effect> 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!");
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => "力量爆发";
public override string Description => $"获得 135% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 10 + 1 * (Level - 1);
private double => Skill.Character?.STR * 1.35 ?? 0;
private double => Skill.Character?.HP * 0.09 ?? 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.ExATK2 += ;
WriteLine($"[ {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 -= ;
}
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack)
{
double = ;
character.HP -= ;
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<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "玻璃大炮";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (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。" + ( > 0 ? $"(当前累计受到伤害:{累计受到的伤害:0.##}" : "");
public override bool TargetSelf => true;
private double = 0;
private double = 0;
private double HP = 0;
private double = 0;
private readonly double = 0.35;
private readonly int 30 = 30;
private readonly int 30 = 15;
private readonly int 30 = 100;
private readonly int 30 = 80;
private readonly int 30 = 60;
private readonly int 30 = 40;
private double (double damage)
{
double = ;
Character? character = Skill.Character;
if (character != null && != 0)
{
if (character.HP > character.MaxHP * 0.3)
{
= 1.0 + ((Random.Shared.Next(30, 30) + 0.0) / 100);
}
else
{
= 1.0 + ((Random.Shared.Next(30, 30) + 0.0) / 100);
}
return * ;
}
return * damage;
}
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character)
{
= (damage);
damage += ;
WriteLine($"[ {character} ] 发动了玻璃大炮,获得了 {这次的伤害加成:0.##} 点伤害加成!");
= 0;
}
if (enemy == Skill.Character)
{
HP = enemy.HP;
if (enemy.HP > enemy.MaxHP * 0.3)
{
// 额外受到伤害
double = (Random.Shared.Next(30, 30) + 0.0) / 100;
= damage * ;
damage += ;
WriteLine($"[ {enemy} ] 的玻璃大炮触发,将额外受到 {这次受到的额外伤害:0.##} 点伤害!");
}
else = 0;
}
}
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (enemy == Skill.Character && damageResult != DamageResult.Evaded)
{
+= damage;
if (enemy.HP < 0 && HP - damage + > 0)
{
enemy.HP = 10;
WriteLine($"[ {enemy} ] 的玻璃大炮触发,保护了自己不进入死亡!!");
}
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration:0.##} 时间内,提升自身 35% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 40;
private double => 1.4 + 0.4 * (Level - 1);
private double => * Skill.Character?.INT ?? 0;
private double => 0.35;
private double => 0.35;
private double = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
character.NormalAttack.SetMagicType(true, character.MagicType);
= ;
= ;
character.ExPDR += ;
character.MDF.SetAllValue(, false);
WriteLine($"[ {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);
= 0;
= 0;
character.ExPDR -= ;
character.MDF.SetAllValue(-, false);
}
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && isNormalAttack)
{
damage += ;
}
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 0.3;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "枯竭打击";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都会随机减少对方 [ 10~25 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言能量值大于100且小于150时视为低于一半。";
public override bool TargetSelf => true;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && damageResult != DamageResult.Evaded && !)
{
// 减少能量
double EP = Random.Shared.Next(10, 25);
enemy.EP -= EP;
WriteLine($"[ {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 = damage * 0.3;
WriteLine($"[ {character} ] 发动了枯竭打击!将造成额外伤害!");
= true;
DamageToEnemy(character, enemy, isMagicDamage, magicType, );
}
}
if (character == Skill.Character && )
{
= false;
}
}
}
}

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (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 " +
$"{能量系数 * 100:0.##}% 其现有能量值 + {智力系数 * 100:0.##}% 智力 [ {智力伤害:0.##} ] 的魔法伤害。";
public override bool TargetSelf => false;
public override double TargetRange => 999;
private double => 0.25 * Level;
private double => * Skill.Character?.INT ?? 0;
private double => 1.05 * Level;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character c in targets)
{
WriteLine($"[ {caster} ] 正在毁灭 [ {c} ] 的能量!!");
double ep = c.EP;
DamageToEnemy(caster, c, true, MagicType, ep * + );
}
}
}
}

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@ -1,51 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "弱者猎手";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"优先攻击血量更低的角色,对生命值百分比低于自己的角色造成 150% 伤害。";
public override bool TargetSelf => true;
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))
{
double = damage * 0.5;
damage += ;
}
}
public override bool AlterEnemyListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
{
IEnumerable<Character> list = [.. enemys.OrderBy(e => e.HP / e.MaxHP)];
if (list.Any())
{
enemys.Clear();
enemys.Add(list.First());
WriteLine($"[ {character} ] 发动了弱者猎手![ {list.First()} ] 被盯上了!");
}
return true;
}
}
}

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@ -1,50 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"获得 40% 吸血,持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
{
double = 0.4 * damage;
character.HP += ;
WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,80 +0,0 @@
namespace Milimoe.FunGame.Testing.Skills
{
public enum MagicID : long
{
= 1001,
= 1002,
= 1003,
= 1004,
= 1005,
= 1006,
= 1007,
= 1008,
= 1009,
= 1010,
= 1011,
= 1012,
= 1013,
= 1014,
= 1015,
= 1016,
= 1017,
= 1018,
= 1019,
= 1020,
= 1021,
= 1022,
= 1023,
= 1024,
= 1025
}
public enum SkillID : long
{
= 2001,
}
public enum SuperSkillID : long
{
= 3001,
= 3002,
= 3003,
= 3004,
= 3005,
= 3006,
= 3007,
= 3008,
= 3009,
= 3010,
= 3011,
= 3012,
}
public enum PassiveID : long
{
META马 = 4001,
= 4002,
= 4003,
= 4004,
= 4005,
= 4006,
= 4007,
= 4008,
= 4009,
= 4010,
= 4011,
= 4012,
}
public enum ItemPassiveID : long
{
= 5001,
}
public enum ItemActiveID : long
{
}
}

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@ -1,89 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (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 => 1.2 * (1 + 0.6 * (Skill.Level - 1));
private double => * Skill.Character?.AGI ?? 0;
private double => 0.4 * Skill.Character?.BaseATK ?? 0;
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
character.ExATK2 += ;
character.PhysicalPenetration += 0.3;
character.ExEvadeRate += 0.25;
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 3;
if (e. > e.) e. = e.;
}
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
character.PhysicalPenetration -= 0.3;
character.ExEvadeRate -= 0.25;
if (character.Effects.Where(e => e is ).FirstOrDefault() is e)
{
e. = 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 += ;
}
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 0.8;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,68 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "心灵之火";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (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。" +
( > 0 ? $"(正在冷却:剩余 {冷却时间:0.##} 时间)" : "");
public override bool TargetSelf => true;
public double { get; set; } = 0;
public double { get; set; } = 20;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack && == 0 && ! && GamingQueue != null)
{
WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
= ;
= true;
character.NormalAttack.Attack(GamingQueue, character, enemy);
}
if (character == Skill.Character && )
{
= false;
}
}
public override void OnTimeElapsed(Character character, double elapsed)
{
if ( > 0)
{
-= elapsed;
if ( <= 0)
{
= 0;
}
}
}
public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
baseHardnessTime *= 0.8;
}
}
}

View File

@ -1,64 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (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 => 0.1 + 0.02 * (Level - 1);
private double = 0;
public override void OnEffectGained(Character character)
{
= ;
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 - ;
}
return false;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -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 : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "魔法震荡";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"造成魔法伤害时有 35% 几率使敌人眩晕 1 回合。";
public override bool TargetSelf => true;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isMagicDamage && damageResult != DamageResult.Evaded && new Random().NextDouble() < 0.35)
{
IEnumerable<Effect> effects = enemy.Effects.Where(e => e is && e.Skill == Skill);
if (effects.Any())
{
effects.First().RemainDurationTurn++;
}
else
{
e = new(Skill, character, false, 0, 1);
enemy.Effects.Add(e);
e.OnEffectGained(enemy);
}
WriteLine($"[ {character} ] 的魔法伤害触发了魔法震荡,[ {enemy} ] 被眩晕了!");
}
}
}
}

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@ -1,70 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SuperSkillID.;
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 (Character? character = null) : base(SkillType.SuperSkill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"敏捷提高 20%,然后将目前的力量补充到与敏捷持平,持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;
private double = 0;
private double = 0;
public override void OnEffectGained(Character character)
{
double pastHP = character.HP;
double pastMaxHP = character.MaxHP;
double pastMP = character.MP;
double pastMaxMP = character.MaxMP;
= character.BaseAGI * 0.2;
character.ExAGI += ;
= character.AGI - character.STR;
character.ExSTR += ;
character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
WriteLine($"[ {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 -= ;
character.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
RemainDuration = Duration;
if (!caster.Effects.Contains(this))
{
= 0;
= 0;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,49 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)PassiveID.;
public override string Name => "敏捷之刃";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public (Character? character = null) : base(SkillType.Passive, character)
{
Effects.Add(new (this));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
public override bool TargetSelf => true;
private double => * Skill.Character?.AGI ?? 0;
private readonly double = 2.5;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack && damageResult != DamageResult.Evaded && !)
{
WriteLine($"[ {character} ] 发动了敏捷之刃!将造成额外伤害!");
= true;
DamageToEnemy(character, enemy, true, magicType, );
}
if (character == Skill.Character && )
{
= false;
}
}
}
}

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@ -1,84 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)SkillID.;
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 (Character? character = null) : base(SkillType.Skill, character)
{
Effects.Add(new (this));
}
}
public class (Skill skill) : Effect(skill)
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration:0.##} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 的强化伤害,并解除不可选中状态。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 12 + (1 * (Level - 1));
private double => 0.5 + 0.5 * (Skill.Level - 1);
private double => * Skill.Character?.AGI ?? 0;
private bool { get; set; } = true;
private bool { get; set; } = false;
public override void OnEffectGained(Character character)
{
Skill.IsInEffect = true;
character.CharacterEffectTypes.Add(this, [EffectType.Unselectable]);
character.UpdateCharacterState();
character.ExSPD += 100;
character.ExCritRate += 0.08;
}
public override void OnEffectLost(Character character)
{
Skill.IsInEffect = false;
if (!)
{
// 在没有打出破隐一击的情况下,恢复角色状态
character.CharacterEffectTypes.Remove(this);
character.UpdateCharacterState();
}
character.ExSPD -= 100;
character.ExCritRate -= 0.08;
}
public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && )
{
= false;
= true;
character.CharacterEffectTypes.Remove(this);
character.UpdateCharacterState();
double d = ;
damage += d;
WriteLine($"[ {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<Character> targets, Dictionary<string, object> others)
{
if (!caster.Effects.Contains(this))
{
= true;
= false;
RemainDuration = Duration;
caster.Effects.Add(this);
OnEffectGained(caster);
}
}
}
}

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@ -1,52 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Skills
{
public class : Skill
{
public override long Id => (long)MagicID.;
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 (Character? character = null) : base(SkillType.Magic, character)
{
Effects.Add(new (this));
}
}
public class (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<Character> targets, Dictionary<string, object> others)
{
if (targets.Count > 0)
{
Character enemy = targets[0];
DamageToEnemy(caster, enemy, true, MagicType, Damage);
}
}
}
}

View File

@ -1,9 +1,6 @@
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon; 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 namespace Addons
{ {
@ -60,33 +57,6 @@ namespace Addons
{ {
Skill skill = id switch Skill skill = id switch
{ {
(long)MagicID. => new (),
(long)SkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)SuperSkillID. => new (),
(long)PassiveID.META马 => new META马(),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)PassiveID. => new (),
(long)ItemPassiveID. => new (),
_ => new OpenSkill(id, name, args) _ => 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<string, object> dict) if (args.TryGetValue("skill", out object? value) && value is Skill skill && args.TryGetValue("values", out value) && value is Dictionary<string, object> 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 _ => null
}; };
} }
@ -164,9 +112,6 @@ namespace Addons
{ {
return id switch return id switch
{ {
(long)AccessoryID.10 => new 10(),
(long)AccessoryID.30 => new 30(),
(long)AccessoryID.50 => new 50(),
_ => null, _ => null,
}; };
}; };

View File

@ -3,8 +3,6 @@ using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface; using Milimoe.FunGame.Core.Interface;
using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Common.Event; using Milimoe.FunGame.Core.Library.Common.Event;
using Milimoe.FunGame.Testing.Items;
using Milimoe.FunGame.Testing.Skills;
using MilimoeFunGame.Testing.Characters; using MilimoeFunGame.Testing.Characters;
namespace Addons namespace Addons
@ -39,36 +37,8 @@ namespace Addons
config.SaveConfig(); config.SaveConfig();
EntityModuleConfig<Skill> config2 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleSkill); EntityModuleConfig<Skill> config2 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleSkill);
Character c = Factory.GetCharacter(); //Character c = Factory.GetCharacter();
List<Skill> listSkill = []; List<Skill> listSkill = [];
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new META马(c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
listSkill.Add(new (c));
foreach (Skill s in listSkill) foreach (Skill s in listSkill)
{ {
config2.Add(s.Name, s); config2.Add(s.Name, s);
@ -77,9 +47,7 @@ namespace Addons
EntityModuleConfig<Item> config3 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleItem) EntityModuleConfig<Item> config3 = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleItem)
{ {
{ "攻击之爪10", new 10() },
{ "攻击之爪30", new 30() },
{ "攻击之爪50", new 50() }
}; };
config3.SaveConfig(); config3.SaveConfig();

View File

@ -2,8 +2,6 @@
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Model; using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Testing.Items;
using Milimoe.FunGame.Testing.Skills;
using MilimoeFunGame.Testing.Characters; using MilimoeFunGame.Testing.Characters;
namespace Milimoe.FunGame.Testing.Tests namespace Milimoe.FunGame.Testing.Tests
@ -86,209 +84,209 @@ namespace Milimoe.FunGame.Testing.Tests
character9, character10, character11, character12 character9, character10, character11, character12
]; ];
int clevel = 60; //int clevel = 60;
int slevel = 6; //int slevel = 6;
int mlevel = 8; //int mlevel = 8;
// 升级和赋能 // 升级和赋能
for (int index = 0; index < characters.Count; index++) //for (int index = 0; index < characters.Count; index++)
{ //{
Character c = characters[index]; // Character c = characters[index];
c.Level = clevel; // c.Level = clevel;
c.NormalAttack.Level = mlevel; // c.NormalAttack.Level = mlevel;
Skill = new (c) // Skill 冰霜攻击 = new 冰霜攻击(c)
{ // {
Level = mlevel // Level = mlevel
}; // };
c.Skills.Add(); // c.Skills.Add(冰霜攻击);
Skill = new (c) // Skill 疾风步 = new 疾风步(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(疾风步);
if (c == character1) // if (c == character1)
{ // {
Skill META马 = new META马(c) // Skill META马 = new META马(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(META马); // c.Skills.Add(META马);
Skill = new (c) // Skill 力量爆发 = new 力量爆发(c)
{ // {
Level = mlevel // Level = mlevel
}; // };
c.Skills.Add(); // c.Skills.Add(力量爆发);
} // }
if (c == character2) // if (c == character2)
{ // {
Skill = new (c) // Skill 心灵之火 = new 心灵之火(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(心灵之火);
Skill = new (c) // Skill 天赐之力 = new 天赐之力(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(天赐之力);
} // }
if (c == character3) // if (c == character3)
{ // {
Skill = new (c) // Skill 魔法震荡 = new 魔法震荡(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(魔法震荡);
Skill = new (c) // Skill 魔法涌流 = new 魔法涌流(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(魔法涌流);
} // }
if (c == character4) // if (c == character4)
{ // {
Skill = new (c) // Skill 灵能反射 = new 灵能反射(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(灵能反射);
Skill = new (c) // Skill 三重叠加 = new 三重叠加(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(三重叠加);
} // }
if (c == character5) // if (c == character5)
{ // {
Skill = new (c) // Skill 智慧与力量 = new 智慧与力量(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(智慧与力量);
Skill = new (c) // Skill 变幻之心 = new 变幻之心(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(变幻之心);
} // }
if (c == character6) // if (c == character6)
{ // {
Skill = new (c) // Skill 致命打击 = new 致命打击(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(致命打击);
Skill = new (c) // Skill 精准打击 = new 精准打击(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(精准打击);
} // }
if (c == character7) // if (c == character7)
{ // {
Skill = new (c) // Skill 毁灭之势 = new 毁灭之势(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(毁灭之势);
Skill = new (c) // Skill 绝对领域 = new 绝对领域(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(绝对领域);
} // }
if (c == character8) // if (c == character8)
{ // {
Skill = new (c) // Skill 枯竭打击 = new 枯竭打击(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(枯竭打击);
Skill = new (c) // Skill 能量毁灭 = new 能量毁灭(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(能量毁灭);
} // }
if (c == character9) // if (c == character9)
{ // {
Skill = new (c) // Skill 玻璃大炮 = new 玻璃大炮(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(玻璃大炮);
Skill = new (c) // Skill 迅捷之势 = new 迅捷之势(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(迅捷之势);
} // }
if (c == character10) // if (c == character10)
{ // {
Skill = new (c) // Skill 累积之压 = new 累积之压(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(累积之压);
Skill = new (c) // Skill 嗜血本能 = new 嗜血本能(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(嗜血本能);
} // }
if (c == character11) // if (c == character11)
{ // {
Skill = new (c) // Skill 敏捷之刃 = new 敏捷之刃(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(敏捷之刃);
Skill = new (c) // Skill 平衡强化 = new 平衡强化(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(平衡强化);
} // }
if (c == character12) // if (c == character12)
{ // {
Skill = new (c) // Skill 弱者猎手 = new 弱者猎手(c)
{ // {
Level = 1 // Level = 1
}; // };
c.Skills.Add(); // c.Skills.Add(弱者猎手);
Skill = new (c) // Skill 血之狂欢 = new 血之狂欢(c)
{ // {
Level = slevel // Level = slevel
}; // };
c.Skills.Add(); // c.Skills.Add(血之狂欢);
} // }
} //}
// 显示角色信息 // 显示角色信息
if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo())); if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
@ -563,7 +561,7 @@ namespace Milimoe.FunGame.Testing.Tests
Dictionary<string, Item> exitem = Factory.GetGameModuleInstances<Item>(nameof(SkillJSONTest), nameof(Item)); Dictionary<string, Item> exitem = Factory.GetGameModuleInstances<Item>(nameof(SkillJSONTest), nameof(Item));
Items.AddRange(exitem.Values); Items.AddRange(exitem.Values);
Items.AddRange([new 10(), new 30(), new 50()]); //Items.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
} }
} }
} }