From 0251d697481c94492fc02874a7ea3f1c9c346381 Mon Sep 17 00:00:00 2001 From: milimoe Date: Sat, 26 Apr 2025 16:21:37 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E5=A4=8D=E7=89=A9=E5=93=81=E6=8A=80?= =?UTF-8?q?=E8=83=BD=E6=98=BE=E7=A4=BA=E5=9C=A8=E7=8A=B6=E6=80=81=E6=A0=8F?= =?UTF-8?q?=E7=9A=84BUG?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs | 2 +- OshimaModules/Effects/OpenEffects/DynamicsEffect.cs | 2 +- OshimaModules/Effects/OpenEffects/ExAGI.cs | 2 +- OshimaModules/Effects/OpenEffects/ExAGI2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExATK.cs | 2 +- OshimaModules/Effects/OpenEffects/ExATK2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs | 2 +- OshimaModules/Effects/OpenEffects/ExCDR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExCritDMG.cs | 2 +- OshimaModules/Effects/OpenEffects/ExCritRate.cs | 2 +- OshimaModules/Effects/OpenEffects/ExDEF.cs | 2 +- OshimaModules/Effects/OpenEffects/ExDEF2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExEvadeRate.cs | 2 +- OshimaModules/Effects/OpenEffects/ExHR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExINT.cs | 2 +- OshimaModules/Effects/OpenEffects/ExINT2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMDF.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxHP.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxHP2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxMP.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxMP2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExPDR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSPD.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSTR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSTR2.cs | 2 +- OshimaModules/Effects/OpenEffects/IgnoreEvade.cs | 2 +- OshimaModules/Effects/OpenEffects/MagicalPenetration.cs | 2 +- OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs | 2 +- .../Effects/OpenEffects/NormalAttackHardTimeReduce2.cs | 2 +- OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs | 2 +- OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs | 2 +- OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs | 2 +- 33 files changed, 33 insertions(+), 33 deletions(-) diff --git a/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs index d606c2e..6bcba82 100644 --- a/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.AccelerationCoefficient; public override string Name => "加速系数加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public AccelerationCoefficient(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs index a5b82fd..1021361 100644 --- a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs +++ b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs @@ -11,7 +11,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.DynamicsEffect; public override string Name { get; set; } = "动态扩展特效"; public override string Description => string.Join("", Descriptions) + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public HashSet Descriptions { get; } = []; public Dictionary RealDynamicsValues { get; } = []; @@ -495,6 +494,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public DynamicsEffect(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; } diff --git a/OshimaModules/Effects/OpenEffects/ExAGI.cs b/OshimaModules/Effects/OpenEffects/ExAGI.cs index 3d7e13a..d5edecd 100644 --- a/OshimaModules/Effects/OpenEffects/ExAGI.cs +++ b/OshimaModules/Effects/OpenEffects/ExAGI.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExAGI; public override string Name => "敏捷加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExAGI(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExAGI2.cs b/OshimaModules/Effects/OpenEffects/ExAGI2.cs index 9763ede..7f6e1c5 100644 --- a/OshimaModules/Effects/OpenEffects/ExAGI2.cs +++ b/OshimaModules/Effects/OpenEffects/ExAGI2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExAGI2; public override string Name => "敏捷加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExAGI2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExATK.cs b/OshimaModules/Effects/OpenEffects/ExATK.cs index ba8f4a8..5be210a 100644 --- a/OshimaModules/Effects/OpenEffects/ExATK.cs +++ b/OshimaModules/Effects/OpenEffects/ExATK.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExATK; public override string Name => "攻击力加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点攻击力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExATK(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExATK2.cs b/OshimaModules/Effects/OpenEffects/ExATK2.cs index fa7f94d..232f8fd 100644 --- a/OshimaModules/Effects/OpenEffects/ExATK2.cs +++ b/OshimaModules/Effects/OpenEffects/ExATK2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExATK2; public override string Name => "攻击力加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点攻击力。" + (Source != null && Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExATK2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs index a3f4fe4..bb522b5 100644 --- a/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExActionCoefficient; public override string Name => "行动系数加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 行动系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExActionCoefficient(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExCDR.cs b/OshimaModules/Effects/OpenEffects/ExCDR.cs index 7ce126b..cb323b1 100644 --- a/OshimaModules/Effects/OpenEffects/ExCDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExCDR.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExCDR; public override string Name => "冷却缩减加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 冷却缩减。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExCDR(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExCritDMG.cs b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs index 5c02f44..de1ff3d 100644 --- a/OshimaModules/Effects/OpenEffects/ExCritDMG.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExCritDMG; public override string Name => "暴击伤害加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击伤害。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExCritDMG(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExCritRate.cs b/OshimaModules/Effects/OpenEffects/ExCritRate.cs index a0ee86c..3bbdb9a 100644 --- a/OshimaModules/Effects/OpenEffects/ExCritRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritRate.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExCritRate; public override string Name => "暴击率加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExCritRate(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExDEF.cs b/OshimaModules/Effects/OpenEffects/ExDEF.cs index 449724f..ad6ea05 100644 --- a/OshimaModules/Effects/OpenEffects/ExDEF.cs +++ b/OshimaModules/Effects/OpenEffects/ExDEF.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExDEF; public override string Name => "物理护甲加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExDEF(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExDEF2.cs b/OshimaModules/Effects/OpenEffects/ExDEF2.cs index 1ff38bd..8de07e8 100644 --- a/OshimaModules/Effects/OpenEffects/ExDEF2.cs +++ b/OshimaModules/Effects/OpenEffects/ExDEF2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExDEF2; public override string Name => "物理护甲加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExDEF2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs index 2060614..484edf5 100644 --- a/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExEvadeRate; public override string Name => "闪避率加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExEvadeRate(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExHR.cs b/OshimaModules/Effects/OpenEffects/ExHR.cs index 729bc68..08e5701 100644 --- a/OshimaModules/Effects/OpenEffects/ExHR.cs +++ b/OshimaModules/Effects/OpenEffects/ExHR.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExHR; public override string Name => "生命回复加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点生命回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExHR(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExINT.cs b/OshimaModules/Effects/OpenEffects/ExINT.cs index d37e1dc..16affad 100644 --- a/OshimaModules/Effects/OpenEffects/ExINT.cs +++ b/OshimaModules/Effects/OpenEffects/ExINT.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExINT; public override string Name => "智力加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExINT(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExINT2.cs b/OshimaModules/Effects/OpenEffects/ExINT2.cs index a33fd51..67f785f 100644 --- a/OshimaModules/Effects/OpenEffects/ExINT2.cs +++ b/OshimaModules/Effects/OpenEffects/ExINT2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExINT2; public override string Name => "智力加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExINT2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMDF.cs b/OshimaModules/Effects/OpenEffects/ExMDF.cs index 93a669d..198d155 100644 --- a/OshimaModules/Effects/OpenEffects/ExMDF.cs +++ b/OshimaModules/Effects/OpenEffects/ExMDF.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMDF; public override string Name => "魔法抗性加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -86,6 +85,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMDF(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMR.cs b/OshimaModules/Effects/OpenEffects/ExMR.cs index c00c0db..259835d 100644 --- a/OshimaModules/Effects/OpenEffects/ExMR.cs +++ b/OshimaModules/Effects/OpenEffects/ExMR.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMR; public override string Name => "魔法回复加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点魔法回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMR(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMaxHP.cs b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs index 8ea2821..182f0de 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxHP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMaxHP; public override string Name => "最大生命值加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMaxHP(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs b/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs index a489d2b..2a3e6d4 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMaxHP2; public override string Name => "最大生命值加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMaxHP2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMaxMP.cs b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs index 46b8f0d..ee7393b 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxMP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMaxMP; public override string Name => "最大魔法值加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMaxMP(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs b/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs index 6082ead..1ab2b8d 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExMaxMP2; public override string Name => "最大魔法值加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExMaxMP2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExPDR.cs b/OshimaModules/Effects/OpenEffects/ExPDR.cs index 8151308..89901e9 100644 --- a/OshimaModules/Effects/OpenEffects/ExPDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExPDR.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExPDR; public override string Name => "物理伤害减免加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理伤害减免。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExPDR(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExSPD.cs b/OshimaModules/Effects/OpenEffects/ExSPD.cs index fb4e2e0..c5cee16 100644 --- a/OshimaModules/Effects/OpenEffects/ExSPD.cs +++ b/OshimaModules/Effects/OpenEffects/ExSPD.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExSPD; public override string Name => "行动速度加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点行动速度。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExSPD(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExSTR.cs b/OshimaModules/Effects/OpenEffects/ExSTR.cs index 1a71e43..dd14562 100644 --- a/OshimaModules/Effects/OpenEffects/ExSTR.cs +++ b/OshimaModules/Effects/OpenEffects/ExSTR.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExSTR; public override string Name => "力量加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExSTR(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/ExSTR2.cs b/OshimaModules/Effects/OpenEffects/ExSTR2.cs index ef33b79..154a96c 100644 --- a/OshimaModules/Effects/OpenEffects/ExSTR2.cs +++ b/OshimaModules/Effects/OpenEffects/ExSTR2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.ExSTR2; public override string Name => "力量加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 加成比例 = 0; @@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public ExSTR2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs b/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs index 0ec66fe..05d69c2 100644 --- a/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs +++ b/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.IgnoreEvade; public override string Name => "无视闪避"; public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 概率; private readonly double 概率 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public IgnoreEvade(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs index f2df9a9..9e4bed8 100644 --- a/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.MagicalPenetration; public override string Name => "魔法穿透加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 魔法穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public MagicalPenetration(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs index 2392d75..95c6c0e 100644 --- a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects 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.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际硬直时间减少 = 0; @@ -24,6 +23,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public NormalAttackHardTimeReduce(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs index 8e69f44..624bdbf 100644 --- a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs +++ b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects 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。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; private readonly double 减少比例 = 0; @@ -24,6 +23,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public NormalAttackHardTimeReduce2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs index 6469d85..4f8caef 100644 --- a/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public override long Id => (long)EffectID.PhysicalPenetration; public override string Name => "物理穿透加成"; public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; public double Value => 实际加成; private readonly double 实际加成 = 0; @@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public PhysicalPenetration(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs index eda4c82..43e6130 100644 --- a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects 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.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际硬直时间减少 = 0; @@ -40,6 +39,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public SkillHardTimeReduce(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0) diff --git a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs index 23c4819..7e194b9 100644 --- a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs +++ b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs @@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects 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。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : ""); - public override EffectType EffectType { get; set; } = EffectType.Item; private readonly double 减少比例 = 0; @@ -40,6 +39,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects public SkillHardTimeReduce2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) { + EffectType = EffectType.Item; GamingQueue = skill.GamingQueue; Source = source; if (Values.Count > 0)