mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-05-07 19:29:35 +08:00
修复物品技能显示在状态栏的BUG
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3c6b392f28
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.AccelerationCoefficient;
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public override string Name => "加速系数加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public AccelerationCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -11,7 +11,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.DynamicsEffect;
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public override string Name { get; set; } = "动态扩展特效";
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public override string Description => string.Join("", Descriptions) + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public HashSet<string> Descriptions { get; } = [];
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public Dictionary<string, double> RealDynamicsValues { get; } = [];
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@ -495,6 +494,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public DynamicsEffect(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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}
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExAGI;
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public override string Name => "敏捷加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExAGI(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExAGI2;
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public override string Name => "敏捷加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExAGI2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExATK;
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public override string Name => "攻击力加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExATK(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExATK2;
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public override string Name => "攻击力加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExATK2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExActionCoefficient;
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public override string Name => "行动系数加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExActionCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExCDR;
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public override string Name => "冷却缩减加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExCDR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExCritDMG;
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public override string Name => "暴击伤害加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExCritDMG(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExCritRate;
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public override string Name => "暴击率加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExCritRate(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExDEF;
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public override string Name => "物理护甲加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExDEF(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExDEF2;
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public override string Name => "物理护甲加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExEvadeRate;
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public override string Name => "闪避率加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExEvadeRate(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExHR;
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public override string Name => "生命回复加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExHR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExINT;
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public override string Name => "智力加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExINT(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExINT2;
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public override string Name => "智力加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -34,6 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExINT2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExMDF;
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public override string Name => "魔法抗性加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -86,6 +85,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExMDF(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExMR;
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public override string Name => "魔法回复加成";
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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} ]" : "") : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -25,6 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public ExMR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
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{
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EffectType = EffectType.Item;
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GamingQueue = skill.GamingQueue;
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Source = source;
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if (Values.Count > 0)
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@ -8,7 +8,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override long Id => (long)EffectID.ExMaxHP;
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public override string Name => "最大生命值加成";
|
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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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
@ -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<string, object> args, Character? source = null) : base(skill, args)
|
||||
{
|
||||
EffectType = EffectType.Item;
|
||||
GamingQueue = skill.GamingQueue;
|
||||
Source = source;
|
||||
if (Values.Count > 0)
|
||||
|
Loading…
x
Reference in New Issue
Block a user