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应用新的魔法
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@ -215,18 +215,6 @@ namespace Oshima.Core.Controllers
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c.Level = General.GameplayEquilibriumConstant.MaxLevel;
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c.Level = General.GameplayEquilibriumConstant.MaxLevel;
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c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
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c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
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Skill ±ù˪¹¥»÷ = new ±ù˪¹¥»÷(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxMagicLevel
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};
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c.Skills.Add(±ù˪¹¥»÷);
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Skill ¼²·ç²½ = new ¼²·ç²½(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(¼²·ç²½);
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if (id == 1)
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if (id == 1)
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{
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{
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Skill METAÂí = new METAÂí(c)
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Skill METAÂí = new METAÂí(c)
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@ -11,24 +11,9 @@ namespace Oshima.Core.Utils
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{
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{
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public class FunGameSimulation
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public class FunGameSimulation
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{
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{
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public FunGameSimulation()
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{
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InitCharacter();
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bool printout = true;
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List<string> strs = StartGame(printout);
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if (printout == false)
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{
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foreach (string str in strs)
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{
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Console.WriteLine(str);
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}
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}
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Console.ReadKey();
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}
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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> Magics { 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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@ -100,11 +85,12 @@ namespace Oshima.Core.Utils
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c.Level = clevel;
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c.Level = clevel;
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c.NormalAttack.Level = mlevel;
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c.NormalAttack.Level = mlevel;
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Skill 冰霜攻击 = new 冰霜攻击(c)
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IEnumerable<Skill> magics = Magics.OrderBy(x => Random.Shared.Next()).Take(3);
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foreach (Skill magic in magics)
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{
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{
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Level = mlevel
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magic.Level = mlevel;
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};
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c.Skills.Add(magic);
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c.Skills.Add(冰霜攻击);
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}
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Skill 疾风步 = new 疾风步(c)
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Skill 疾风步 = new 疾风步(c)
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{
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{
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@ -747,6 +733,9 @@ 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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Items.AddRange(exItems.Values);
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Items.AddRange(exItems.Values);
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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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Items.AddRange([new 攻击之爪10(), new 攻击之爪30(), new 攻击之爪50()]);
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Skills.AddRange([new 疾风步()]);
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Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之火(), new 次元上升(), new 暗物质()]);
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}
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}
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public static void UpdateStatistics(CharacterStatistics totalStats, CharacterStatistics stats)
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public static void UpdateStatistics(CharacterStatistics totalStats, CharacterStatistics stats)
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@ -28,6 +28,13 @@ namespace Oshima.FunGame.OshimaModules
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Skill skill = id switch
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Skill skill = id switch
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{
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{
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(long)MagicID.冰霜攻击 => new 冰霜攻击(),
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(long)MagicID.冰霜攻击 => new 冰霜攻击(),
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(long)MagicID.火之矢 => new 火之矢(),
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(long)MagicID.水之矢 => new 水之矢(),
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(long)MagicID.石之锤 => new 石之锤(),
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(long)MagicID.风之轮 => new 风之轮(),
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(long)MagicID.心灵之霞 => new 心灵之霞(),
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(long)MagicID.次元上升 => new 次元上升(),
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(long)MagicID.暗物质 => new 暗物质(),
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(long)SkillID.疾风步 => new 疾风步(),
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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.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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(long)SuperSkillID.天赐之力 => new 天赐之力(),
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