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修复bug
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@ -68,7 +68,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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caster.Effects.Add(this);
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OnEffectGained(caster);
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}
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if (caster.Effects.FirstOrDefault(e => e is 雇佣兵团特效 && e.Skill == Skill) is 雇佣兵团特效 e)
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if (caster.Effects.FirstOrDefault(e => e is 雇佣兵团特效 && e.Skill.Character == Skill.Character) is 雇佣兵团特效 e)
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{
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e.Skill.CurrentCD = 0;
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e.Skill.Enable = true;
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@ -50,7 +50,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override void OnEffectGained(Character character)
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{
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IEnumerable<Effect> effects = character.Effects.Where(e => e is 灵能反射特效);
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if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill)
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if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill.Character == Skill.Character)
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{
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e.是否支持普攻 = true;
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e.触发硬直次数 = 3;
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@ -61,7 +61,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override void OnEffectLost(Character character)
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{
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IEnumerable<Effect> effects = character.Effects.Where(e => e is 灵能反射特效);
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if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill)
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if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill.Character == Skill.Character)
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{
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e.是否支持普攻 = false;
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e.触发硬直次数 = 2;
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@ -49,7 +49,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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}
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WriteLine($"[ {character} ] 发动了灵能反射!额外获得了 {实际获得能量值:0.##} 能量,并消除了 2 {GameplayEquilibriumConstant.InGameTime}冷却时间!");
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IEnumerable<Effect> effects = character.Effects.Where(e => e is 三相灵枢特效);
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if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill == Skill)
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if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill.Character == Skill.Character)
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{
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double 获得的魔法值 = 实际获得能量值 * 3;
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character.MP += 获得的魔法值;
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@ -92,7 +92,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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释放次数 = 0;
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IEnumerable<Effect> effects = character.Effects.Where(e => e is 三相灵枢特效);
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if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill == Skill)
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if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill.Character == Skill.Character)
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{
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baseHardnessTime = 0;
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isCheckProtected = false;
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@ -77,7 +77,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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}
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}
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if (character == Skill.Character && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && enemy.Effects.FirstOrDefault(e => e is 海王星的野望标记 && e.Skill == Skill) is 海王星的野望标记 e)
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if (character == Skill.Character && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && enemy.Effects.FirstOrDefault(e => e is 海王星的野望标记 && e.Source == Skill.Character) is 海王星的野望标记 e)
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{
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分裂伤害(character, enemy, actualDamage, damageType, magicType);
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}
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@ -54,7 +54,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && 野望 != null && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && enemy.Effects.FirstOrDefault(e => e is 海王星的野望标记 && e.Skill == Skill) is 海王星的野望标记 e)
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if (character == Skill.Character && 野望 != null && (damageResult == DamageResult.Normal || damageResult == DamageResult.Critical) && enemy.Effects.FirstOrDefault(e => e is 海王星的野望标记 && e.Source == Skill.Character) is 海王星的野望标记 e)
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{
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野望.分裂伤害(character, enemy, actualDamage, damageType, magicType);
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}
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