diff --git a/OshimaModules/Skills/爆发技/光明之环.cs b/OshimaModules/Skills/爆发技/光明之环.cs index fbec3c9..509e2c9 100644 --- a/OshimaModules/Skills/爆发技/光明之环.cs +++ b/OshimaModules/Skills/爆发技/光明之环.cs @@ -35,7 +35,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override string Description => $"对{Skill.TargetDescription()}施加强驱散,并基于{(Skill.Character != null ? CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) : "核心属性")}的 {PACoefficient * 100:0.##}% 治疗或复苏{Skill.TargetDescription()},回复 {Heal:0.##} 点生命值。" + (Improvement > 0 ? $"灵魂绑定额外效果:增加目标 {Improvement / 2 * 100:0.##}% 物理伤害减免和魔法抗性,持续 2 回合。" : "") + $"复苏:如果目标已死亡,则复活目标。复苏只能至多回复至其最大生命值的 20%。"; - public double PACoefficient => 1.35 + 0.35 * (Skill.Level - 1); + public double PACoefficient => 1.35 + 0.65 * (Skill.Level - 1); public double Heal => (Skill.Character?.PrimaryAttributeValue ?? 0) * PACoefficient; public override void OnSkillCasted(Character caster, List targets, List grids, Dictionary others) @@ -70,6 +70,7 @@ namespace Oshima.FunGame.OshimaModules.Skills RemainDurationTurn = 2, IsDebuff = false }; + target.Effects.Add(e); e.OnEffectGained(target); RecordCharacterApplyEffects(target, EffectType.DefenseBoost); WriteLine($"[ {target} ] 提升了 {dr * 100:0.##}% 物理伤害减免和魔法抗性!"); @@ -77,4 +78,4 @@ namespace Oshima.FunGame.OshimaModules.Skills } } } -} +} \ No newline at end of file