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新技能路线图
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@ -73,6 +73,7 @@ namespace Oshima.FunGame.OshimaModules
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(long)MagicID.根源屏障 => new 根源屏障(),
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(long)MagicID.灾难冲击波 => new 灾难冲击波(),
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(long)MagicID.银色荆棘 => new 银色荆棘(),
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(long)MagicID.回复术改 => new 回复术改(),
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(long)SkillID.疾风步 => new 疾风步(),
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(long)SuperSkillID.力量爆发 => new 力量爆发(),
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(long)SuperSkillID.天赐之力 => new 天赐之力(),
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@ -11,10 +11,10 @@ namespace Oshima.FunGame.OshimaModules.Skills
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* 次元上升 = 单体伤害+眩晕(时间型),需强驱散
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* 暗物质 = 单体伤害
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*
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* 回复术 = 我方·单体回复
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* 治愈术 = 我方·单体回复
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* 复苏术 = 我方·单体弱驱散+回复+复苏
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* 圣灵术 = 我方·全体弱驱散+回复+复苏
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* 回复术 = 我方·单体回复(数值)
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* 治愈术 = 我方·单体弱驱散+回复(百分比)
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* 复苏术 = 我方·单体强驱散+回复(百分比)+复苏
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* 圣灵术 = 我方·全体强驱散+回复(数值)+复苏
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* 时间加速 = 我方·单体速度提升(时间型)
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* 时间减速 = 单体速度减少(时间型)
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* 反魔法领域 = 多目标封技(技能受限,时间型)+施法解除,可弱驱散
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@ -32,7 +32,34 @@ namespace Oshima.FunGame.OshimaModules.Skills
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* 根源屏障 = 我方·技能免疫+魔法免疫(回合型)
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*
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* 灾难冲击波 = 多目标伤害+魔抗降低(回合型),可弱驱散
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* 银色荆棘 = 多目标伤害,90%概率混乱(行动受限,如同AI控制行动),需强驱散
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* 银色荆棘 = 多目标伤害,概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
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* 等离子之波 = 多目标伤害,概率封技(技能受限,回合型)+施法解除,可弱驱散
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* 地狱之门 = 多目标伤害,概率气绝(行动受限+持续伤害,时间型),需强驱散
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* 钻石星尘 = 多目标伤害,概率冻结(完全行动不能+魔法易伤,回合型),需强驱散
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* 死亡咆哮 = 多目标伤害,概率战斗不能(时间型),需强驱散
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* 鬼魅之痛 = 多目标伤害,概率眩晕(时间型),需强驱散
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* 导力停止 = 全体封技(技能受限)+施法解除+魔抗降低,时间型,可弱驱散
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*
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* 冰狱冥嚎 = 多目标伤害(冰霜攻击·复)
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* 火山咆哮 = 多目标伤害(火之矢·复)
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* 水蓝轰炸 = 多目标伤害(水之矢·复)
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* 岩石之息 = 多目标伤害(石之锤·复)
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* 弧形日珥 = 多目标伤害(风之轮·复)
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* 苍白地狱 = 多目标伤害(心灵之霞·复)
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* 破碎虚空 = 多目标伤害(暗物质·复)
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* 弧光消耗 = 多目标吸取MP和EP
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*
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* 回复术·改 = 我方·单体回复(百分比)
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* 回复术·复 = 我方·多目标回复(百分比)
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* 治愈术·复 = 我方·多目标弱驱散+回复(数值)
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* 风之守护·复 = 我方·多目标暴击率+闪避提升(回合型)
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* 强音之力·复 = 我方·多目标攻击提升(回合型)
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* 结晶防护·复 = 我方·多目标护甲+魔抗提升(回合型)
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* 神圣祝福·复 = 我方·多目标攻击+护甲+魔抗提升(回合型)
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* 时间加速·改 = 我方·单体速度+加速系数提升(回合型)
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* 时间减速·改 = 单体速度+加速系数减少(回合型)
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* 时间加速·复 = 我方·多目标速度+加速系数提升(回合型)
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* 时间减速·复 = 多目标速度+加速系数减少(回合型)
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*/
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public enum MagicID : long
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{
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@ -66,7 +93,34 @@ namespace Oshima.FunGame.OshimaModules.Skills
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根源屏障 = 1026,
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灾难冲击波 = 1027,
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银色荆棘 = 1028
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银色荆棘 = 1028,
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等离子之波 = 1029,
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地狱之门 = 1030,
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钻石星尘 = 1031,
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死亡咆哮 = 1032,
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鬼魅之痛 = 1033,
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导力停止 = 1034,
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冰狱冥嚎 = 1035,
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火山咆哮 = 1036,
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水蓝轰炸 = 1037,
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岩石之息 = 1038,
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弧形日珥 = 1039,
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苍白地狱 = 1040,
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破碎虚空 = 1041,
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弧光消耗 = 1042,
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回复术改 = 1043,
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回复术复 = 1044,
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治愈术复 = 1045,
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风之守护复 = 1046,
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强音之力复 = 1047,
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结晶防护复 = 1048,
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神圣祝福复 = 1049,
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时间加速改 = 1050,
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时间减速改 = 1051,
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时间加速复 = 1052,
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时间减速复 = 1053
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}
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/**
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@ -80,14 +134,14 @@ namespace Oshima.FunGame.OshimaModules.Skills
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* 双连击 = 单体2次普通攻击
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* 绝影 = 单体伤害+迟滞(硬直时间延长),可弱驱散
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* 胧 = 单体攻击,20%几率战斗不能(攻击不能+施法不能),需强驱散
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* 魔眼 = 单体迟滞(硬直时间延长)、30%概率混乱(行动受限,如同AI控制行动),需强驱散
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* 魔眼 = 单体迟滞(硬直时间延长)、30%概率混乱(行动受限,如同AI控制行动,回合型),需强驱散
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* 漆黑之牙 = 全体伤害
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* 风之鞭 = 多目标伤害
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* 拘束之鞭 = 单体伤害+施法解除
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* 天堂之吻 = 我方·硬直时间提前(时间型)
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* 狐媚暗随 = 单体伤害
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* 女王之怒 = 单体伤害+虚弱(伤害降低+护甲魔抗降低+重伤,回合型),可弱驱散
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* 裁决塔罗 = 多目标伤害+以下状态之一:冻结(完全行动不能)/混乱(行动受限,如同AI控制行动)/战斗不能(攻击不能+施法不能),需强驱散
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* 裁决塔罗 = 多目标伤害+以下状态之一:冻结(完全行动不能+魔法易伤)/混乱(行动受限,如同AI控制行动,回合型)/战斗不能(攻击不能+施法不能),需强驱散
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* 快速狙击 = 随机单体目标伤害
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* 精准射击 = 单体伤害+施法解除
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* 欢乐激发 = 我方·多目标回复
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@ -108,7 +162,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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* 强打 = 单体伤害,20%几率气绝(行动受限+持续伤害,时间型),需强驱散
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* 龙神功 = 自身·攻击力提升+护甲魔抗提升(回合型)
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* 养命功 = 自身·持续性弱驱散+回复(回合型)
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* 月华掌 = 单体伤害,50%几率混乱(行动受限,如同AI控制行动),需强驱散
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* 月华掌 = 单体伤害,50%几率混乱(行动受限,如同AI控制行动,回合型),需强驱散
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* 雷神脚 = 多目标伤害
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* 泰山玄武靠 = 多目标伤害
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* 弓刃交错 = 单体伤害+迟滞(硬直时间延长),可弱驱散
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@ -129,7 +183,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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* 光鬼斩 = 单体伤害,30%几率气绝(行动受限+持续伤害,时间型),需强驱散
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* 樱花残月 = 单体伤害
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* 雷索吸缚 = 单体愤怒(嘲讽,回合型)、30%几率气绝(行动受限+持续伤害,时间型),需强驱散
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* 狂刃剑舞 = 敌方·单体攻击,20%几率混乱(行动受限,如同AI控制行动),需强驱散
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* 狂刃剑舞 = 敌方·单体攻击,20%几率混乱(行动受限,如同AI控制行动,回合型),需强驱散
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* 无相飞刀 = 单体封技+施法解除,可弱驱散
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* 破邪显正 = 多目标伤害
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* 镜花水月 = 自身·完全免疫,回合型
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@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 回复术(Character? character = null) : base(SkillType.Magic, character)
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{
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SelectTargetPredicates.Add(c => c.HP > 0 && c.HP < c.MaxHP);
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Effects.Add(new 纯数值回复生命(this, 540, 360));
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Effects.Add(new 纯数值回复生命(this, 540, 430));
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}
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}
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}
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27
OshimaModules/Skills/魔法/回复术改.cs
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27
OshimaModules/Skills/魔法/回复术改.cs
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@ -0,0 +1,27 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.SkillEffects;
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namespace Oshima.FunGame.OshimaModules.Skills
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{
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public class 回复术改 : Skill
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{
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public override long Id => (long)MagicID.回复术改;
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public override string Name => "回复术·改";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => Level > 0 ? 80 + (80 * (Level - 1)) : 80;
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public override double CD => 80;
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public override double CastTime => 3;
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public override double HardnessTime { get; set; } = 7;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public override bool CanSelectTeammate => true;
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public override int CanSelectTargetCount => 1;
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public 回复术改(Character? character = null) : base(SkillType.Magic, character)
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{
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SelectTargetPredicates.Add(c => c.HP > 0 && c.HP < c.MaxHP);
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Effects.Add(new 百分比回复生命值(this, 0.36, 0.04));
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}
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}
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}
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@ -12,8 +12,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override string DispelDescription => Effects.FirstOrDefault(e => e is 弱驱散特效)?.DispelDescription ?? "";
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public override double MPCost => Level > 0 ? 110 + (95 * (Level - 1)) : 110;
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public override double CD => Level > 0 ? 110 - (2 * (Level - 1)) : 110;
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public override double CastTime => 12;
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public override double HardnessTime { get; set; } = 2;
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public override double CastTime => 7;
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public override double HardnessTime { get; set; } = 7;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public override bool CanSelectTeammate => true;
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@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 圣灵术(Character? character = null) : base(SkillType.Magic, character)
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{
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SelectTargetPredicates.Add(c => c.HP >= 0 && c.HP < c.MaxHP);
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Effects.Add(new 弱驱散特效(this));
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Effects.Add(new 强驱散特效(this));
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Effects.Add(new 纯数值回复生命(this, 380, 270, true));
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}
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@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 复苏术(Character? character = null) : base(SkillType.Magic, character)
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{
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SelectTargetPredicates.Add(c => c.HP >= 0 && c.HP < c.MaxHP);
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Effects.Add(new 弱驱散特效(this));
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Effects.Add(new 强驱散特效(this));
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Effects.Add(new 百分比回复生命值(this, 0.24, 0.02, true));
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}
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@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 次元上升(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 40, 40, 0.3, 0.25));
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 35, 25, 0.3, 0.25));
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Effects.Add(new 造成眩晕(this, true, 10, 0));
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}
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}
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@ -16,7 +16,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 水之矢(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 基于核心属性的伤害(this, 85, 65, 0.35, 0.45));
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Effects.Add(new 基于核心属性的伤害(this, 65, 45, 0.35, 0.45));
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}
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}
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}
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@ -11,8 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override double MPCost => Level > 0 ? 80 + (85 * (Level - 1)) : 80;
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public override double CD => Level > 0 ? 80 - (1 * (Level - 1)) : 80;
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public override double CastTime => Level > 0 ? 5 + (0.5 * (Level - 1)) : 5;
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public override double HardnessTime { get; set; } = 7;
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public override double CastTime => Level > 0 ? 5 + (0.25 * (Level - 1)) : 5;
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public override double HardnessTime { get; set; } = 6;
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public override bool CanSelectSelf => true;
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public override bool CanSelectEnemy => false;
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public override bool CanSelectTeammate => true;
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@ -21,7 +21,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 治愈术(Character? character = null) : base(SkillType.Magic, character)
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{
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SelectTargetPredicates.Add(c => c.HP > 0 && c.HP < c.MaxHP);
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Effects.Add(new 百分比回复生命值(this, 0.3, 0.03));
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Effects.Add(new 弱驱散特效(this));
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Effects.Add(new 百分比回复生命值(this, 0.28, 0.03));
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}
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}
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}
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@ -16,7 +16,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 火之矢(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 基于核心属性的伤害(this, 80, 65, 0.45, 0.35));
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Effects.Add(new 基于核心属性的伤害(this, 45, 65, 0.45, 0.35));
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}
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}
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}
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@ -51,7 +51,7 @@ namespace Oshima.FunGame.OshimaServers.Service
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FunGameConstant.Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之霞(), new 次元上升(), new 暗物质(),
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new 回复术(), new 治愈术(), new 复苏术(), new 圣灵术(), new 时间加速(), new 时间减速(), new 反魔法领域(), new 沉默十字(), new 虚弱领域(), new 混沌烙印(), new 凝胶稠絮(),
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new 大地之墙(), new 盖亚之盾(), new 风之守护(), new 结晶防护(), new 强音之力(), new 神圣祝福(), new 根源屏障(), new 灾难冲击波(), new 银色荆棘()]);
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new 大地之墙(), new 盖亚之盾(), new 风之守护(), new 结晶防护(), new 强音之力(), new 神圣祝福(), new 根源屏障(), new 灾难冲击波(), new 银色荆棘(), new 回复术改()]);
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Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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FunGameConstant.Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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