diff --git a/Library/Characters/Characters.cs b/Library/Characters/Characters.cs
index 2fb6982..0e62c74 100644
--- a/Library/Characters/Characters.cs
+++ b/Library/Characters/Characters.cs
@@ -16,7 +16,7 @@ namespace FunGame.Testing.Characters
c.NickName = "大島シヤ";
c.PrimaryAttribute = PrimaryAttribute.STR;
c.InitialATK = 25;
- c.InitialHP = 145;
+ c.InitialHP = 85;
c.InitialMP = 10;
c.InitialSTR = 35;
c.STRGrowth = 3.5;
@@ -216,7 +216,7 @@ namespace FunGame.Testing.Characters
c.NickName = "LUOLI66";
c.PrimaryAttribute = PrimaryAttribute.INT;
c.InitialATK = 18;
- c.InitialHP = 85;
+ c.InitialHP = 125;
c.InitialMP = 45;
c.InitialSTR = 0;
c.STRGrowth = 0;
@@ -241,7 +241,7 @@ namespace FunGame.Testing.Characters
c.NickName = "冷蓝";
c.PrimaryAttribute = PrimaryAttribute.STR;
c.InitialATK = 28;
- c.InitialHP = 135;
+ c.InitialHP = 95;
c.InitialMP = 25;
c.InitialSTR = 22;
c.STRGrowth = 1.9;
diff --git a/Library/Effects/ItemEffects/冷却缩减加成.cs b/Library/Effects/ItemEffects/冷却缩减加成.cs
new file mode 100644
index 0000000..45fce40
--- /dev/null
+++ b/Library/Effects/ItemEffects/冷却缩减加成.cs
@@ -0,0 +1,35 @@
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Effects
+{
+ public class 冷却缩减加成 : Effect
+ {
+ public override long Id => Skill.Id;
+ public override string Name => Skill.Name;
+ public override string Description => $"增加角色 {实际冷却缩减加成 * 100:0.##}% 冷却缩减。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
+ public override EffectType EffectType => EffectType.Item;
+ public override bool TargetSelf => true;
+
+ public Item Item { get; }
+ private readonly double 实际冷却缩减加成 = 0;
+
+ public override void OnEffectGained(Character character)
+ {
+ character.ExCDR += 实际冷却缩减加成;
+ }
+
+ public override void OnEffectLost(Character character)
+ {
+ character.ExCDR -= 实际冷却缩减加成;
+ }
+
+ public 冷却缩减加成(Skill skill, Character? source, Item item, double exCdr) : base(skill)
+ {
+ ActionQueue = skill.ActionQueue;
+ Source = source;
+ Item = item;
+ 实际冷却缩减加成 = exCdr;
+ }
+ }
+}
diff --git a/Library/Effects/ItemEffects/技能硬直时间减少.cs b/Library/Effects/ItemEffects/技能硬直时间减少.cs
new file mode 100644
index 0000000..9956578
--- /dev/null
+++ b/Library/Effects/ItemEffects/技能硬直时间减少.cs
@@ -0,0 +1,52 @@
+using Milimoe.FunGame.Core.Api.Utility;
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Effects
+{
+ public class 技能硬直时间减少 : Effect
+ {
+ public override long Id => Skill.Id;
+ public override string Name => Skill.Name;
+ public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
+ public override EffectType EffectType => EffectType.Item;
+ public override bool TargetSelf => true;
+
+ public Item Item { get; }
+ private readonly double 实际硬直时间减少 = 2;
+
+ public override void OnEffectGained(Character character)
+ {
+ foreach (Skill s in character.Skills)
+ {
+ s.HardnessTime = Calculation.Round2Digits(s.HardnessTime - 实际硬直时间减少);
+ }
+ foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
+ {
+ if (s != null)
+ s.HardnessTime = Calculation.Round2Digits(s.HardnessTime - 实际硬直时间减少);
+ }
+ }
+
+ public override void OnEffectLost(Character character)
+ {
+ foreach (Skill s in character.Skills)
+ {
+ s.HardnessTime = Calculation.Round2Digits(s.HardnessTime + 实际硬直时间减少);
+ }
+ foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
+ {
+ if (s != null)
+ s.HardnessTime = Calculation.Round2Digits(s.HardnessTime + 实际硬直时间减少);
+ }
+ }
+
+ public 技能硬直时间减少(Skill skill, Character? source, Item item, double reduce) : base(skill)
+ {
+ ActionQueue = skill.ActionQueue;
+ Source = source;
+ Item = item;
+ 实际硬直时间减少 = reduce;
+ }
+ }
+}
diff --git a/Library/Effects/ItemEffects/攻击力加成.cs b/Library/Effects/ItemEffects/攻击力加成.cs
new file mode 100644
index 0000000..8ecc721
--- /dev/null
+++ b/Library/Effects/ItemEffects/攻击力加成.cs
@@ -0,0 +1,35 @@
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Effects
+{
+ public class 攻击力加成 : Effect
+ {
+ public override long Id => Skill.Id;
+ public override string Name => Skill.Name;
+ public override string Description => $"增加角色 {实际攻击力加成} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
+ public override EffectType EffectType => EffectType.Item;
+ public override bool TargetSelf => true;
+
+ public Item Item { get; }
+ private readonly double 实际攻击力加成 = 0;
+
+ public override void OnEffectGained(Character character)
+ {
+ character.ExATK2 += 实际攻击力加成;
+ }
+
+ public override void OnEffectLost(Character character)
+ {
+ character.ExATK2 -= 实际攻击力加成;
+ }
+
+ public 攻击力加成(Skill skill, Character? source, Item item, double exATK) : base(skill)
+ {
+ ActionQueue = skill.ActionQueue;
+ Source = source;
+ Item = item;
+ 实际攻击力加成 = exATK;
+ }
+ }
+}
diff --git a/Library/Effects/ItemEffects/普攻硬直时间减少.cs b/Library/Effects/ItemEffects/普攻硬直时间减少.cs
new file mode 100644
index 0000000..71ef664
--- /dev/null
+++ b/Library/Effects/ItemEffects/普攻硬直时间减少.cs
@@ -0,0 +1,36 @@
+using Milimoe.FunGame.Core.Api.Utility;
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Effects
+{
+ public class 普攻硬直时间减少 : Effect
+ {
+ public override long Id => Skill.Id;
+ public override string Name => Skill.Name;
+ public override string Description => $"减少角色的普通攻击 {实际硬直时间减少} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
+ public override EffectType EffectType => EffectType.Item;
+ public override bool TargetSelf => true;
+
+ public Item Item { get; }
+ private readonly double 实际硬直时间减少 = 2;
+
+ public override void OnEffectGained(Character character)
+ {
+ character.NormalAttack.HardnessTime = Calculation.Round2Digits(character.NormalAttack.HardnessTime - 实际硬直时间减少); ;
+ }
+
+ public override void OnEffectLost(Character character)
+ {
+ character.NormalAttack.HardnessTime = Calculation.Round2Digits(character.NormalAttack.HardnessTime + 实际硬直时间减少); ;
+ }
+
+ public 普攻硬直时间减少(Skill skill, Character? source, Item item, double reduce) : base(skill)
+ {
+ ActionQueue = skill.ActionQueue;
+ Source = source;
+ Item = item;
+ 实际硬直时间减少 = reduce;
+ }
+ }
+}
diff --git a/Library/Effects/ItemEffects/物理护甲加成.cs b/Library/Effects/ItemEffects/物理护甲加成.cs
new file mode 100644
index 0000000..0842168
--- /dev/null
+++ b/Library/Effects/ItemEffects/物理护甲加成.cs
@@ -0,0 +1,35 @@
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Effects
+{
+ public class 物理护甲加成 : Effect
+ {
+ public override long Id => Skill.Id;
+ public override string Name => Skill.Name;
+ public override string Description => $"增加角色 {实际物理护甲加成} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
+ public override EffectType EffectType => EffectType.Item;
+ public override bool TargetSelf => true;
+
+ public Item Item { get; }
+ private readonly double 实际物理护甲加成 = 0;
+
+ public override void OnEffectGained(Character character)
+ {
+ character.ExDEF2 += 实际物理护甲加成;
+ }
+
+ public override void OnEffectLost(Character character)
+ {
+ character.ExDEF2 -= 实际物理护甲加成;
+ }
+
+ public 物理护甲加成(Skill skill, Character? source, Item item, double exDef) : base(skill)
+ {
+ ActionQueue = skill.ActionQueue;
+ Source = source;
+ Item = item;
+ 实际物理护甲加成 = exDef;
+ }
+ }
+}
diff --git a/Library/FunGame.Testing.csproj b/Library/FunGame.Testing.csproj
index 9374e10..3b33b84 100644
--- a/Library/FunGame.Testing.csproj
+++ b/Library/FunGame.Testing.csproj
@@ -14,4 +14,11 @@
+
+
+
+
+
+
+
diff --git a/Library/Items/攻击之爪.cs b/Library/Items/Accessory/攻击之爪.cs
similarity index 63%
rename from Library/Items/攻击之爪.cs
rename to Library/Items/Accessory/攻击之爪.cs
index b81c017..80c42db 100644
--- a/Library/Items/攻击之爪.cs
+++ b/Library/Items/Accessory/攻击之爪.cs
@@ -1,4 +1,5 @@
-using Milimoe.FunGame.Core.Entity;
+using FunGame.Testing.Effects;
+using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace FunGame.Testing.Items
@@ -48,7 +49,7 @@ namespace FunGame.Testing.Items
{
Level = 1;
Item = item;
- Effects.Add(new 攻击之爪特效(this, character, item, exATK));
+ Effects.Add(new 攻击力加成(this, character, item, exATK));
}
public override IEnumerable AddInactiveEffectToCharacter()
@@ -56,34 +57,4 @@ namespace FunGame.Testing.Items
return Effects;
}
}
-
- public class 攻击之爪特效 : Effect
- {
- public override long Id => Skill.Id;
- public override string Name => Skill.Name;
- public override string Description => $"增加角色 {攻击力加成} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ] 的 [ {Item.Name} ]" : "");
- public override EffectType EffectType => EffectType.Item;
- public override bool TargetSelf => true;
-
- public Item Item { get; }
- private readonly double 攻击力加成 = 0;
-
- public override void OnEffectGained(Character character)
- {
- character.ExATK2 += 攻击力加成;
- }
-
- public override void OnEffectLost(Character character)
- {
- character.ExATK2 -= 攻击力加成;
- }
-
- public 攻击之爪特效(Skill skill, Character? source, Item item, double exATK) : base(skill)
- {
- ActionQueue = skill.ActionQueue;
- Source = source;
- Item = item;
- 攻击力加成 = exATK;
- }
- }
}
diff --git a/Library/Items/Weapon/独奏弓.cs b/Library/Items/Weapon/独奏弓.cs
new file mode 100644
index 0000000..b57dfb6
--- /dev/null
+++ b/Library/Items/Weapon/独奏弓.cs
@@ -0,0 +1,43 @@
+using FunGame.Testing.Effects;
+using Milimoe.FunGame.Core.Entity;
+using Milimoe.FunGame.Core.Library.Constant;
+
+namespace FunGame.Testing.Items
+{
+ public class 独奏弓 : Item
+ {
+ public override long Id => 11001;
+ public override string Name => "独奏弓";
+ public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
+
+ public 独奏弓(Character? character = null) : base(ItemType.Weapon, slot: EquipSlotType.Weapon)
+ {
+ WeaponType = WeaponType.Bow;
+ Skills.Passives.Add(new 独奏弓技能(character, this));
+ }
+ }
+
+ public class 独奏弓技能 : Skill
+ {
+ public override long Id => 5002;
+ public override string Name => "独奏弓";
+ public override string Description => $"增加角色 {攻击力加成} 点攻击力,减少普通攻击 {硬直时间减少} 硬直时间。";
+ public Item Item { get; }
+
+ private readonly double 攻击力加成 = 80;
+ private readonly double 硬直时间减少 = 2;
+
+ public 独奏弓技能(Character? character, Item item) : base(SkillType.Passive, character)
+ {
+ Level = 1;
+ Item = item;
+ Effects.Add(new 攻击力加成(this, character, item, 攻击力加成));
+ Effects.Add(new 普攻硬直时间减少(this, character, item, 硬直时间减少));
+ }
+
+ public override IEnumerable AddInactiveEffectToCharacter()
+ {
+ return Effects;
+ }
+ }
+}
diff --git a/Library/Skills/ColdBlue/嗜血本能.cs b/Library/Skills/ColdBlue/嗜血本能.cs
index 2123a47..9681eb9 100644
--- a/Library/Skills/ColdBlue/嗜血本能.cs
+++ b/Library/Skills/ColdBlue/嗜血本能.cs
@@ -12,7 +12,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 12;
+ public override double HardnessTime { get; set; } = 12;
public 嗜血本能(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/Mayor/精准打击.cs b/Library/Skills/Mayor/精准打击.cs
index d1cd1f2..2f591ec 100644
--- a/Library/Skills/Mayor/精准打击.cs
+++ b/Library/Skills/Mayor/精准打击.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 8;
+ public override double HardnessTime { get; set; } = 8;
public 精准打击(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/NanGanyu/三重叠加.cs b/Library/Skills/NanGanyu/三重叠加.cs
index 9fd2114..c99aeb5 100644
--- a/Library/Skills/NanGanyu/三重叠加.cs
+++ b/Library/Skills/NanGanyu/三重叠加.cs
@@ -10,7 +10,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 10;
+ public override double HardnessTime { get; set; } = 10;
public 三重叠加(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/NiuNan/变幻之心.cs b/Library/Skills/NiuNan/变幻之心.cs
index f2954b4..ef81568 100644
--- a/Library/Skills/NiuNan/变幻之心.cs
+++ b/Library/Skills/NiuNan/变幻之心.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 30;
- public override double HardnessTime => 10;
+ public override double HardnessTime { get; set; } = 10;
public 变幻之心(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/Oshima/力量爆发.cs b/Library/Skills/Oshima/力量爆发.cs
index 3c9e6d4..34bf69e 100644
--- a/Library/Skills/Oshima/力量爆发.cs
+++ b/Library/Skills/Oshima/力量爆发.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 55;
- public override double HardnessTime => 0;
+ public override double HardnessTime { get; set; } = 0;
public 力量爆发(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/QWQAQW/玻璃大炮.cs b/Library/Skills/QWQAQW/玻璃大炮.cs
index b5da0b4..03cc86c 100644
--- a/Library/Skills/QWQAQW/玻璃大炮.cs
+++ b/Library/Skills/QWQAQW/玻璃大炮.cs
@@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"生命值高于 30% 时,受到额外的 [ {高于30额外伤害下限}~{高于30额外伤害上限}% ] 伤害,但是获得 [ 累计所受伤害的 {高于30的加成下限}~{高于30的加成上限}% ] 伤害加成;生命值低于等于 30% 时,不会受到额外的伤害,仅能获得 [ 累计受到的伤害 {低于30的加成下限}~{低于30的加成上限}% ] 伤害加成。" +
- $"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。" + (累计受到的伤害 > 0 ? $"(当前伤害加成:{伤害加成(累计受到的伤害) * 100:0.##}%)" : "");
+ $"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。" + (累计受到的伤害 > 0 ? $"(当前累计受到伤害:{累计受到的伤害})" : "");
public override bool TargetSelf => true;
private double 累计受到的伤害 = 0;
diff --git a/Library/Skills/QWQAQW/迅捷之势.cs b/Library/Skills/QWQAQW/迅捷之势.cs
index 48ec85d..d4f2b65 100644
--- a/Library/Skills/QWQAQW/迅捷之势.cs
+++ b/Library/Skills/QWQAQW/迅捷之势.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 15;
+ public override double HardnessTime { get; set; } = 15;
public 迅捷之势(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/QingXiang/能量毁灭.cs b/Library/Skills/QingXiang/能量毁灭.cs
index 272bfaf..e3eaf9f 100644
--- a/Library/Skills/QingXiang/能量毁灭.cs
+++ b/Library/Skills/QingXiang/能量毁灭.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 25;
+ public override double HardnessTime { get; set; } = 25;
public 能量毁灭(Character character) : base(SkillType.SuperSkill, character)
{
@@ -30,7 +30,7 @@ namespace Milimoe.FunGame.Testing.Skills
private double 智力系数 => Calculation.Round4Digits(0.55 * Level);
private double 智力伤害 => Calculation.Round2Digits(智力系数 * Skill.Character?.INT ?? 0);
- private readonly double 能量系数 = Calculation.Round4Digits(4.5);
+ private double 能量系数 => Calculation.Round4Digits(0.75 * Level);
public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others)
{
diff --git a/Library/Skills/QuDuoduo/血之狂欢.cs b/Library/Skills/QuDuoduo/血之狂欢.cs
index 991a178..d61bc88 100644
--- a/Library/Skills/QuDuoduo/血之狂欢.cs
+++ b/Library/Skills/QuDuoduo/血之狂欢.cs
@@ -12,7 +12,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 45;
- public override double HardnessTime => 7;
+ public override double HardnessTime { get; set; } = 7;
public 血之狂欢(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/XinYin/天赐之力.cs b/Library/Skills/XinYin/天赐之力.cs
index d753ee2..725cc29 100644
--- a/Library/Skills/XinYin/天赐之力.cs
+++ b/Library/Skills/XinYin/天赐之力.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 60;
- public override double HardnessTime => 15;
+ public override double HardnessTime { get; set; } = 15;
public 天赐之力(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/Yang/魔法涌流.cs b/Library/Skills/Yang/魔法涌流.cs
index 209589d..bc48260 100644
--- a/Library/Skills/Yang/魔法涌流.cs
+++ b/Library/Skills/Yang/魔法涌流.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double EPCost => 100;
public override double CD => 35;
- public override double HardnessTime => 10;
+ public override double HardnessTime { get; set; } = 10;
public 魔法涌流(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/战技/疾风步.cs b/Library/Skills/战技/疾风步.cs
index 2f9dbb8..61036f6 100644
--- a/Library/Skills/战技/疾风步.cs
+++ b/Library/Skills/战技/疾风步.cs
@@ -9,9 +9,9 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => 2001;
public override string Name => "疾风步";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double EPCost => 35;
+ public override double EPCost => 60;
public override double CD => 35;
- public override double HardnessTime => 5;
+ public override double HardnessTime { get; set; } = 5;
public 疾风步(Character character) : base(SkillType.Skill, character)
{
diff --git a/Library/Skills/绿拱门/平衡强化.cs b/Library/Skills/绿拱门/平衡强化.cs
index 48a3593..f98e934 100644
--- a/Library/Skills/绿拱门/平衡强化.cs
+++ b/Library/Skills/绿拱门/平衡强化.cs
@@ -10,7 +10,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 12;
+ public override double HardnessTime { get; set; } = 12;
public 平衡强化(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/马猴烧酒/绝对领域.cs b/Library/Skills/马猴烧酒/绝对领域.cs
index bef228a..30efab8 100644
--- a/Library/Skills/马猴烧酒/绝对领域.cs
+++ b/Library/Skills/马猴烧酒/绝对领域.cs
@@ -11,7 +11,7 @@ namespace Milimoe.FunGame.Testing.Skills
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 => 12;
+ public override double HardnessTime { get; set; } = 12;
public 绝对领域(Character character) : base(SkillType.SuperSkill, character)
{
diff --git a/Library/Skills/魔法/冰霜攻击.cs b/Library/Skills/魔法/冰霜攻击.cs
index a235da7..2256552 100644
--- a/Library/Skills/魔法/冰霜攻击.cs
+++ b/Library/Skills/魔法/冰霜攻击.cs
@@ -9,11 +9,10 @@ namespace Milimoe.FunGame.Testing.Skills
public override long Id => 2001;
public override string Name => "冰霜攻击";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
- public override double MPCost => BaseMPCost + (50 * (Level - 1));
+ public override double MPCost => 30 + (50 * (Level - 1));
public override double CD => 20;
public override double CastTime => 6;
- public override double HardnessTime => 3;
- protected override double BaseMPCost => 30;
+ public override double HardnessTime { get; set; } = 3;
public 冰霜攻击(Character character) : base(SkillType.Magic, character)
{
diff --git a/Library/Tests/FunGame.cs b/Library/Tests/FunGame.cs
index 6beb265..e0388ae 100644
--- a/Library/Tests/FunGame.cs
+++ b/Library/Tests/FunGame.cs
@@ -104,9 +104,9 @@ namespace Milimoe.FunGame.Testing.Tests
character9, character10, character11, character12
];
- int clevel = 25;
- int slevel = 3;
- int mlevel = 4;
+ int clevel = 60;
+ int slevel = 6;
+ int mlevel = 8;
// 升级和赋能
for (int index = 0; index < characters.Count; index++)
@@ -395,16 +395,16 @@ namespace Milimoe.FunGame.Testing.Tests
// 赛后统计
WriteLine("==== 伤害排行榜 TOP6 ====");
Msg = "==== 伤害排行榜 TOP6 ====\r\n";
- // 显示前四的角色统计
int count = 1;
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
- builder.AppendLine($"{count}. [ {character.ToStringWithLevel()} ]");
+ builder.AppendLine($"{count}. [ {character.ToStringWithLevel()} ] ({stats.Kills} / {stats.Assists})");
builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
- builder.AppendLine($"总计伤害:{stats.TotalDamage} / 每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
- builder.Append($"总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
+ builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
+ builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
+ builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
if (count++ <= 6)
{
WriteLine(builder.ToString());