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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 20:09:35 +08:00
更新查物品、列表、技能
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7a7218f062
commit
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@ -437,7 +437,7 @@ namespace Oshima.Core.Controllers
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[HttpGet("cwp")]
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[HttpGet("cwp")]
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public string GetItemInfo([FromQuery] long? id = null)
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public string GetItemInfo([FromQuery] long? id = null)
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{
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{
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IEnumerable<Item> items = FunGameSimulation.Items;
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IEnumerable<Item> items = FunGameSimulation.Equipment;
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if (id != null)
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if (id != null)
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{
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{
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List<string> msg = [];
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List<string> msg = [];
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@ -445,7 +445,7 @@ namespace Oshima.Core.Controllers
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if (i != null)
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if (i != null)
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{
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{
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i.SetLevel(1);
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i.SetLevel(1);
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msg.Add(i.ToString());
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msg.Add(i.ToString(false, true));
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}
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}
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return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
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return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
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@ -15,6 +15,7 @@ namespace Oshima.Core.Utils
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public static List<Character> Characters { get; } = [];
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public static List<Character> Characters { get; } = [];
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public static List<Skill> Skills { get; } = [];
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public static List<Skill> Skills { get; } = [];
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public static List<Skill> Magics { get; } = [];
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public static List<Skill> Magics { get; } = [];
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public static List<Item> Equipment { get; } = [];
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public static List<Item> Items { get; } = [];
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public static List<Item> Items { get; } = [];
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public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
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public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
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public static Dictionary<Character, CharacterStatistics> TeamCharacterStatistics { get; } = [];
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public static Dictionary<Character, CharacterStatistics> TeamCharacterStatistics { get; } = [];
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@ -502,7 +503,7 @@ namespace Oshima.Core.Utils
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if (roundMsg != "")
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if (roundMsg != "")
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{
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{
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if (isWeb)
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if ((isTeam && deathMatchRoundDetail || !isTeam) && isWeb)
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{
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{
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roundMsg += "\r\n" + Msg;
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roundMsg += "\r\n" + Msg;
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}
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}
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@ -727,10 +728,10 @@ namespace Oshima.Core.Utils
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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foreach (Character character in queue.Queue)
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foreach (Character character in queue.Queue)
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{
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{
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Item[] 武器 = Items.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == wQuality).ToArray();
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Item[] 武器 = Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == wQuality).ToArray();
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Item[] 防具 = Items.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == aQuality).ToArray();
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Item[] 防具 = Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == aQuality).ToArray();
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Item[] 鞋子 = Items.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == sQuality).ToArray();
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Item[] 鞋子 = Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == sQuality).ToArray();
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Item[] 饰品 = Items.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == acQuality).ToArray();
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Item[] 饰品 = Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == acQuality).ToArray();
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Item? a = null, b = null, c = null, d = null;
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Item? a = null, b = null, c = null, d = null;
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if (武器.Length > 0)
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if (武器.Length > 0)
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{
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{
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@ -808,8 +809,10 @@ namespace Oshima.Core.Utils
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}
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}
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Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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Items.AddRange(exItems.Values);
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Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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Items.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
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Equipment.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
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Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
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Skills.AddRange([new 疾风步()]);
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Skills.AddRange([new 疾风步()]);
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@ -821,7 +824,7 @@ namespace Oshima.Core.Utils
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Characters.Clear();
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Characters.Clear();
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CharacterStatistics.Clear();
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CharacterStatistics.Clear();
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TeamCharacterStatistics.Clear();
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TeamCharacterStatistics.Clear();
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Items.Clear();
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Equipment.Clear();
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Skills.Clear();
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Skills.Clear();
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Magics.Clear();
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Magics.Clear();
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@ -43,7 +43,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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break;
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break;
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case MagicType.None:
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case MagicType.None:
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default:
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default:
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character.MDF.SetAllValue(实际加成, false);
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character.MDF.AddAllValue(实际加成);
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break;
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break;
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}
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}
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}
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}
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@ -78,7 +78,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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break;
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break;
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case MagicType.None:
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case MagicType.None:
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default:
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default:
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character.MDF.SetAllValue(-实际加成, false);
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character.MDF.AddAllValue(-实际加成);
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break;
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break;
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}
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}
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}
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}
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@ -52,29 +52,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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{
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已经加过 = true;
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已经加过 = true;
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character.ExEvadeRate += 实际增加闪避率;
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character.ExEvadeRate += 实际增加闪避率;
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character.MDF.None += 实际增加魔法抗性;
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character.MDF.AddAllValue(实际增加魔法抗性);
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character.MDF.Particle += 实际增加魔法抗性;
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character.MDF.Fleabane += 实际增加魔法抗性;
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character.MDF.Element += 实际增加魔法抗性;
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character.MDF.Shadow += 实际增加魔法抗性;
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character.MDF.Bright += 实际增加魔法抗性;
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character.MDF.PurityContemporary += 实际增加魔法抗性;
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character.MDF.PurityNatural += 实际增加魔法抗性;
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character.MDF.Starmark += 实际增加魔法抗性;
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}
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}
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else
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else
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{
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{
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已经加过 = false;
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已经加过 = false;
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character.ExEvadeRate -= 实际增加闪避率;
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character.ExEvadeRate -= 实际增加闪避率;
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character.MDF.None -= 实际增加魔法抗性;
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character.MDF.AddAllValue(-实际增加魔法抗性);
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character.MDF.Particle -= 实际增加魔法抗性;
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character.MDF.Fleabane -= 实际增加魔法抗性;
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character.MDF.Element -= 实际增加魔法抗性;
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character.MDF.Shadow -= 实际增加魔法抗性;
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character.MDF.Bright -= 实际增加魔法抗性;
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character.MDF.PurityContemporary -= 实际增加魔法抗性;
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character.MDF.PurityNatural -= 实际增加魔法抗性;
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character.MDF.Starmark -= 实际增加魔法抗性;
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}
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}
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}
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}
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@ -41,7 +41,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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实际物理伤害减免 = 物理伤害减免;
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实际物理伤害减免 = 物理伤害减免;
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实际魔法抗性 = 魔法抗性;
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实际魔法抗性 = 魔法抗性;
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character.ExPDR += 实际物理伤害减免;
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character.ExPDR += 实际物理伤害减免;
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character.MDF.SetAllValue(实际魔法抗性, false);
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character.MDF.AddAllValue(实际魔法抗性);
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WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
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WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
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}
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}
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@ -49,7 +49,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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{
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character.NormalAttack.SetMagicType(false, character.MagicType);
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character.NormalAttack.SetMagicType(false, character.MagicType);
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character.ExPDR -= 实际物理伤害减免;
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character.ExPDR -= 实际物理伤害减免;
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character.MDF.SetAllValue(-实际魔法抗性, false);
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character.MDF.AddAllValue(-实际魔法抗性);
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实际物理伤害减免 = 0;
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实际物理伤害减免 = 0;
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实际魔法抗性 = 0;
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实际魔法抗性 = 0;
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}
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}
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