diff --git a/OshimaModules/Skills/CHAOS/全军出击.cs b/OshimaModules/Skills/CHAOS/全军出击.cs index 92b3396..f9dfba3 100644 --- a/OshimaModules/Skills/CHAOS/全军出击.cs +++ b/OshimaModules/Skills/CHAOS/全军出击.cs @@ -68,7 +68,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - if (caster.Effects.FirstOrDefault(e => e is 雇佣兵团特效 && e.Skill == Skill) is 雇佣兵团特效 e) + 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) { e.Skill.CurrentCD = 0; e.Skill.Enable = true; diff --git a/OshimaModules/Skills/NanGanyu/三相灵枢.cs b/OshimaModules/Skills/NanGanyu/三相灵枢.cs index e8d98f3..e1a256a 100644 --- a/OshimaModules/Skills/NanGanyu/三相灵枢.cs +++ b/OshimaModules/Skills/NanGanyu/三相灵枢.cs @@ -50,7 +50,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void OnEffectGained(Character character) { IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效); - if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill) + if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill.Character == Skill.Character) { e.是否支持普攻 = true; e.触发硬直次数 = 3; @@ -61,7 +61,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void OnEffectLost(Character character) { IEnumerable effects = character.Effects.Where(e => e is 灵能反射特效); - if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill == Skill) + if (effects.Any() && effects.First() is 灵能反射特效 e && e.Skill.Character == Skill.Character) { e.是否支持普攻 = false; e.触发硬直次数 = 2; diff --git a/OshimaModules/Skills/NanGanyu/灵能反射.cs b/OshimaModules/Skills/NanGanyu/灵能反射.cs index 2c01a85..0d5cc86 100644 --- a/OshimaModules/Skills/NanGanyu/灵能反射.cs +++ b/OshimaModules/Skills/NanGanyu/灵能反射.cs @@ -49,7 +49,7 @@ namespace Oshima.FunGame.OshimaModules.Skills } 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!"); IEnumerable effects = character.Effects.Where(e => e is 三相灵枢特效); - if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill == Skill) + if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill.Character == Skill.Character) { double 获得的魔法值 = 实际获得能量值 * 3; character.MP += 获得的魔法值; @@ -92,7 +92,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { 释放次数 = 0; IEnumerable effects = character.Effects.Where(e => e is 三相灵枢特效); - if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill == Skill) + if (effects.Any() && effects.First() is 三相灵枢特效 e && e.Skill.Character == Skill.Character) { baseHardnessTime = 0; isCheckProtected = false; diff --git a/OshimaModules/Skills/Neptune/海王星的野望.cs b/OshimaModules/Skills/Neptune/海王星的野望.cs index 6e69d42..cdb1b62 100644 --- a/OshimaModules/Skills/Neptune/海王星的野望.cs +++ b/OshimaModules/Skills/Neptune/海王星的野望.cs @@ -77,7 +77,7 @@ namespace Oshima.FunGame.OshimaModules.Skills } } - 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) + 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) { 分裂伤害(character, enemy, actualDamage, damageType, magicType); } diff --git a/OshimaModules/Skills/Neptune/深海之戟.cs b/OshimaModules/Skills/Neptune/深海之戟.cs index 0b9b9f2..dc3672b 100644 --- a/OshimaModules/Skills/Neptune/深海之戟.cs +++ b/OshimaModules/Skills/Neptune/深海之戟.cs @@ -54,7 +54,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void AfterDamageCalculation(Character character, Character enemy, double damage, double actualDamage, bool isNormalAttack, DamageType damageType, MagicType magicType, DamageResult damageResult) { - 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) + 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) { 野望.分裂伤害(character, enemy, actualDamage, damageType, magicType); }