mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
数值调整;测试任务计划
This commit is contained in:
parent
85186ac819
commit
1cd8ebd551
@ -116,7 +116,7 @@ namespace Oshima.Core.WebAPI
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}
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}
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}
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}
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});
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});
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Task taskCache = Task.Factory.StartNew(async () =>
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Milimoe.FunGame.Core.Api.Utility.TaskScheduler.Shared.AddRecurringTask("刷新存档缓存", TimeSpan.FromSeconds(20), () =>
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{
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{
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string directoryPath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/saved";
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string directoryPath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/saved";
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if (Directory.Exists(directoryPath))
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if (Directory.Exists(directoryPath))
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@ -135,8 +135,7 @@ namespace Oshima.Core.WebAPI
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}
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}
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Controller.WriteLine("读取 FunGame 存档缓存");
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Controller.WriteLine("读取 FunGame 存档缓存");
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}
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}
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await Task.Delay(3000 * 60 * 10);
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}, true);
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});
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}
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}
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}
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}
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}
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}
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@ -36,7 +36,7 @@ namespace Oshima.Core.Utils
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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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Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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Equipment.AddRange([new 攻击之爪10(), new 攻击之爪20(), new 攻击之爪35(), new 攻击之爪50()]);
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Equipment.AddRange([new 攻击之爪5(), new 攻击之爪15(), new 攻击之爪25(), new 攻击之爪35()]);
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Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
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Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
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@ -428,14 +428,14 @@ namespace Oshima.Core.Utils
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foreach (Character inventoryCharacter in characters)
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foreach (Character inventoryCharacter in characters)
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{
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{
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Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false);
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Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false, Items, Skills);
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realCharacter.User = user;
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realCharacter.User = user;
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user.Inventory.Characters.Add(realCharacter);
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user.Inventory.Characters.Add(realCharacter);
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}
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}
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foreach (Item inventoryItem in items)
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foreach (Item inventoryItem in items)
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{
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{
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Item realItem = inventoryItem.Copy(true, true);
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Item realItem = inventoryItem.Copy(true, true, true, Items, Skills);
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if (realItem.IsEquipment)
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if (realItem.IsEquipment)
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{
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{
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IEnumerable<Character> has = user.Inventory.Characters.Where(character =>
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IEnumerable<Character> has = user.Inventory.Characters.Where(character =>
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@ -5,29 +5,42 @@ using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules.Items
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namespace Oshima.FunGame.OshimaModules.Items
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{
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{
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public class 攻击之爪10 : Item
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public class 攻击之爪5 : Item
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{
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{
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public override long Id => (long)AccessoryID.攻击之爪10;
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public override long Id => (long)AccessoryID.攻击之爪5;
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public override string Name => "攻击之爪 +10";
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public override string Name => "攻击之爪 +5";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override QualityType QualityType => QualityType.White;
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public override QualityType QualityType => QualityType.White;
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public 攻击之爪10(Character? character = null) : base(ItemType.Accessory)
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public 攻击之爪5(Character? character = null) : base(ItemType.Accessory)
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{
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{
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Skills.Passives.Add(new 攻击之爪技能(character, this, 10));
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Skills.Passives.Add(new 攻击之爪技能(character, this, 5));
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}
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}
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}
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}
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public class 攻击之爪20 : Item
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public class 攻击之爪15 : Item
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{
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{
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public override long Id => (long)AccessoryID.攻击之爪20;
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public override long Id => (long)AccessoryID.攻击之爪15;
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public override string Name => "攻击之爪 +20";
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public override string Name => "攻击之爪 +15";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override QualityType QualityType => QualityType.Green;
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public override QualityType QualityType => QualityType.Green;
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public 攻击之爪20(Character? character = null) : base(ItemType.Accessory)
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public 攻击之爪15(Character? character = null) : base(ItemType.Accessory)
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{
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{
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Skills.Passives.Add(new 攻击之爪技能(character, this, 20));
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Skills.Passives.Add(new 攻击之爪技能(character, this, 15));
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}
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}
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public class 攻击之爪25 : Item
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{
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public override long Id => (long)AccessoryID.攻击之爪25;
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public override string Name => "攻击之爪 +25";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override QualityType QualityType => QualityType.Blue;
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public 攻击之爪25(Character? character = null) : base(ItemType.Accessory)
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{
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Skills.Passives.Add(new 攻击之爪技能(character, this, 25));
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}
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}
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}
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}
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@ -36,26 +49,13 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override long Id => (long)AccessoryID.攻击之爪35;
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public override long Id => (long)AccessoryID.攻击之爪35;
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public override string Name => "攻击之爪 +35";
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public override string Name => "攻击之爪 +35";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override QualityType QualityType => QualityType.Blue;
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public override QualityType QualityType => QualityType.Purple;
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public 攻击之爪35(Character? character = null) : base(ItemType.Accessory)
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public 攻击之爪35(Character? character = null) : base(ItemType.Accessory)
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{
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{
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Skills.Passives.Add(new 攻击之爪技能(character, this, 35));
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Skills.Passives.Add(new 攻击之爪技能(character, this, 35));
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}
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}
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}
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}
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public class 攻击之爪50 : Item
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{
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public override long Id => (long)AccessoryID.攻击之爪50;
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public override string Name => "攻击之爪 +50";
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public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
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public override QualityType QualityType => QualityType.Purple;
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public 攻击之爪50(Character? character = null) : base(ItemType.Accessory)
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{
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Skills.Passives.Add(new 攻击之爪技能(character, this, 50));
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}
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}
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public class 攻击之爪技能 : Skill
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public class 攻击之爪技能 : Skill
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{
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{
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@ -2,9 +2,9 @@
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{
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{
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public enum AccessoryID : long
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public enum AccessoryID : long
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{
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{
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攻击之爪10 = 14001,
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攻击之爪5 = 14001,
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攻击之爪20 = 14002,
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攻击之爪15 = 14002,
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攻击之爪35 = 14003,
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攻击之爪25 = 14003,
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攻击之爪50 = 14004,
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攻击之爪35 = 14004,
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}
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}
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}
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}
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@ -25,10 +25,10 @@ namespace Oshima.FunGame.OshimaModules
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{
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{
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return id switch
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return id switch
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{
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{
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(long)AccessoryID.攻击之爪10 => new 攻击之爪10(),
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(long)AccessoryID.攻击之爪5 => new 攻击之爪5(),
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(long)AccessoryID.攻击之爪20 => new 攻击之爪20(),
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(long)AccessoryID.攻击之爪15 => new 攻击之爪15(),
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(long)AccessoryID.攻击之爪25 => new 攻击之爪25(),
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(long)AccessoryID.攻击之爪35 => new 攻击之爪35(),
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(long)AccessoryID.攻击之爪35 => new 攻击之爪35(),
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(long)AccessoryID.攻击之爪50 => new 攻击之爪50(),
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_ => null,
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_ => null,
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};
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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 暗物质(Character? character = null) : base(SkillType.Magic, character)
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public 暗物质(Character? character = null) : base(SkillType.Magic, character)
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{
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{
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Effects.Add(new 基于攻击力的伤害_无基础伤害(this, 1.4, 0.28, true));
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Effects.Add(new 基于攻击力的伤害_无基础伤害(this, 1.3, 0.28, true));
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}
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}
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}
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}
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}
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}
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@ -16,8 +16,8 @@ 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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public 次元上升(Character? character = null) : base(SkillType.Magic, character)
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{
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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 造成眩晕(this, true, 15, 0));
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Effects.Add(new 造成眩晕(this, true, 15, 0));
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 40, 40, 0.5, 0.3));
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}
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}
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}
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}
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}
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}
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@ -688,7 +688,7 @@
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"圣洁之盾": {
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"圣洁之盾": {
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"Id": 12503,
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"Id": 12503,
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"Name": "圣洁之盾",
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"Name": "圣洁之盾",
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"Description": "增加 10% 物理伤害减免。",
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"Description": "增加 12% 物理伤害减免。",
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"BackgroundStory": "传说中由圣光祝福的盾牌,能够抵挡邪恶的力量。",
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"BackgroundStory": "传说中由圣光祝福的盾牌,能够抵挡邪恶的力量。",
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"ItemType": 2,
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"ItemType": 2,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -703,7 +703,7 @@
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"Effects": [
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"Effects": [
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{
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{
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"Id": 8019,
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"Id": 8019,
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"expdr": 0.10
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"expdr": 0.12
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}
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}
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]
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]
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}
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}
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@ -743,7 +743,7 @@
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"炼狱战铠": {
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"炼狱战铠": {
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"Id": 12505,
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"Id": 12505,
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"Name": "炼狱战铠",
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"Name": "炼狱战铠",
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"Description": "增加角色 40 点物理护甲,增加角色 10 点每时间生命回复。",
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"Description": "增加角色 40 点物理护甲,增加角色 5 点每时间生命回复。",
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"BackgroundStory": "在无尽战火中锻造而成,具有极高的防御力。",
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"BackgroundStory": "在无尽战火中锻造而成,具有极高的防御力。",
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"ItemType": 2,
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"ItemType": 2,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -762,7 +762,7 @@
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},
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},
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{
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{
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"Id": 8021,
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"Id": 8021,
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"exhr": 10
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"exhr": 5
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}
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}
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]
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]
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}
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}
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@ -1025,7 +1025,7 @@
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"辉煌光环": {
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"辉煌光环": {
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"Id": 14504,
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"Id": 14504,
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"Name": "辉煌光环",
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"Name": "辉煌光环",
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"Description": "增加角色 80 点最大魔法值和 5 点每时间魔法回复。",
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"Description": "增加角色 80 点最大魔法值和 2 点每时间魔法回复。",
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"BackgroundStory": "流光溢彩的光环。",
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"BackgroundStory": "流光溢彩的光环。",
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"ItemType": 4,
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"ItemType": 4,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -1044,7 +1044,7 @@
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},
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},
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{
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{
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"Id": 8022,
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"Id": 8022,
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"exmr": 5
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"exmr": 2
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}
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}
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]
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]
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}
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}
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@ -1145,7 +1145,7 @@
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"精灵之戒": {
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"精灵之戒": {
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"Id": 14508,
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"Id": 14508,
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"Name": "精灵之戒",
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"Name": "精灵之戒",
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"Description": "增加角色 10 每时间魔法回复,并增加角色 8 点智力。",
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"Description": "增加角色 5 每时间魔法回复,并增加角色 8 点智力。",
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"BackgroundStory": "这枚戒指由精灵制成,能够帮助法师更快地恢复法力。",
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"BackgroundStory": "这枚戒指由精灵制成,能够帮助法师更快地恢复法力。",
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"ItemType": 4,
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"ItemType": 4,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -1160,7 +1160,7 @@
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"Effects": [
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"Effects": [
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{
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{
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"Id": 8022,
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"Id": 8022,
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"exmr": 10
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"exmr": 5
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},
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},
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{
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{
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"Id": 8005,
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"Id": 8005,
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@ -1203,7 +1203,7 @@
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"YukiのCalfSocks": {
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"YukiのCalfSocks": {
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"Id": 14510,
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"Id": 14510,
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"Name": "YukiのCalfSocks",
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"Name": "YukiのCalfSocks",
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"Description": "增加角色 10% 暴击率和 20% 暴击伤害。",
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"Description": "增加角色 15% 暴击率和 30% 暴击伤害。",
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"BackgroundStory": "小雪的小腿袜,拥有神秘的力量,令人神往。",
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"BackgroundStory": "小雪的小腿袜,拥有神秘的力量,令人神往。",
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"ItemType": 4,
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"ItemType": 4,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -1218,11 +1218,11 @@
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"Effects": [
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"Effects": [
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{
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{
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"Id": 8014,
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"Id": 8014,
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"excr": 0.1
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"excr": 0.15
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},
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},
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{
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{
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"Id": 8015,
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"Id": 8015,
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"excrd": 0.2
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"excrd": 0.3
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}
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}
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]
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]
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}
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}
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@ -1232,7 +1232,7 @@
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"诺尔希的现代汉语字典": {
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"诺尔希的现代汉语字典": {
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"Id": 14511,
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"Id": 14511,
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"Name": "诺尔希的现代汉语字典",
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"Name": "诺尔希的现代汉语字典",
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"Description": "增加角色 15% 攻击力和 8% 物理护甲。",
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"Description": "增加角色 25% 攻击力和 160% 物理护甲。",
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"BackgroundStory": "懂又不懂。",
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"BackgroundStory": "懂又不懂。",
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"ItemType": 4,
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"ItemType": 4,
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"WeaponType": 0,
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"WeaponType": 0,
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@ -1247,11 +1247,11 @@
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"Effects": [
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"Effects": [
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{
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{
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"Id": 8024,
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"Id": 8024,
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"exdef": 0.08
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"exdef": 1.6
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},
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},
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{
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{
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"Id": 8023,
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"Id": 8023,
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"exatk": 0.15
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"exatk": 0.25
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@ -1286,7 +1286,7 @@
|
|||||||
"路人哥的cos服": {
|
"路人哥的cos服": {
|
||||||
"Id": 14513,
|
"Id": 14513,
|
||||||
"Name": "路人哥的cos服",
|
"Name": "路人哥的cos服",
|
||||||
"Description": "增加角色 10% 攻击力,增加角色 10% 魔法抗性,但是会减少 8% 物理伤害减免。",
|
"Description": "增加角色 15% 攻击力,增加角色 10% 魔法抗性,但是会减少 8% 物理伤害减免。",
|
||||||
"BackgroundStory": "一套神秘的服饰,据说穿上后会引发未知的力量变化。",
|
"BackgroundStory": "一套神秘的服饰,据说穿上后会引发未知的力量变化。",
|
||||||
"ItemType": 4,
|
"ItemType": 4,
|
||||||
"WeaponType": 0,
|
"WeaponType": 0,
|
||||||
@ -1301,7 +1301,7 @@
|
|||||||
"Effects": [
|
"Effects": [
|
||||||
{
|
{
|
||||||
"Id": 8023,
|
"Id": 8023,
|
||||||
"exatk": 0.1
|
"exatk": 0.15
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"Id": 8020,
|
"Id": 8020,
|
||||||
@ -1320,7 +1320,7 @@
|
|||||||
"白月光的玉佩": {
|
"白月光的玉佩": {
|
||||||
"Id": 14514,
|
"Id": 14514,
|
||||||
"Name": "白月光的玉佩",
|
"Name": "白月光的玉佩",
|
||||||
"Description": "增加角色 15% 魔法抗性,8 点每时间魔法回复和 15% 冷却缩减。",
|
"Description": "增加角色 15% 魔法抗性,4 点每时间魔法回复和 15% 冷却缩减。",
|
||||||
"BackgroundStory": "据说每个总裁都有一个救命恩人,还有一个冒充救命恩人的人。",
|
"BackgroundStory": "据说每个总裁都有一个救命恩人,还有一个冒充救命恩人的人。",
|
||||||
"ItemType": 4,
|
"ItemType": 4,
|
||||||
"WeaponType": 0,
|
"WeaponType": 0,
|
||||||
@ -1340,7 +1340,7 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"Id": 8022,
|
"Id": 8022,
|
||||||
"exmr": 8
|
"exmr": 4
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"Id": 8011,
|
"Id": 8011,
|
||||||
|
Loading…
x
Reference in New Issue
Block a user