修改技能

This commit is contained in:
milimoe 2024-11-08 23:42:15 +08:00
parent 19e7ac8321
commit 263dc6549b
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
83 changed files with 509 additions and 522 deletions

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@ -429,20 +429,33 @@ namespace Oshima.Core.Utils
{
foreach (Skill skill in skillRewards)
{
Dictionary<string, object> effectArgs = [];
if (RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
{
effectArgs = new(dict);
}
Dictionary<string, object> args = new()
{
{ "skill", skill },
{ "values", skill.Values }
{ "values", effectArgs }
};
skill.GamingQueue = actionQueue;
skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "回合奖励", args));
skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
skill.Character = characterToAct;
skill.Level = 1;
characterToAct.Skills.Add(skill);
realSkillRewards.Add(skill);
actionQueue.LastRound.RoundRewards.Add(skill);
WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
if (skill.IsActive)
{
actionQueue.LastRound.Targets.Add(characterToAct);
skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
}
else
{
characterToAct.Skills.Add(skill);
realSkillRewards.Add(skill);
}
}
string msg = $"[ {characterToAct} ] 获得了回合奖励!{string.Join(" / ", realSkillRewards.Select(s => s.Description))}";
WriteLine(msg.Trim());
}
bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
@ -471,11 +484,31 @@ namespace Oshima.Core.Utils
WriteLine("");
}
string roundMsg = "";
if (actionQueue.LastRound.HasKill)
{
roundMsg = Msg;
if (!deathMatchRoundDetail)
{
roundMsg = actionQueue.LastRound.ToString();
}
Msg = "";
}
// 模拟时间流逝
double timeLapse = actionQueue.TimeLapse();
totalTime += timeLapse;
-= timeLapse;
if (roundMsg != "")
{
if (isWeb)
{
roundMsg += "\r\n" + Msg;
}
result.Add(roundMsg);
}
if ( <= 0)
{
// 空投
@ -500,28 +533,6 @@ namespace Oshima.Core.Utils
++;
}
}
if (actionQueue.LastRound.HasKill)
{
string roundMsg = Msg;
if (!deathMatchRoundDetail)
{
roundMsg = actionQueue.LastRound.ToString();
}
if (!isWeb)
{
string[] strs = roundMsg.Split("==== 角色状态 ====");
if (strs.Length > 0)
{
roundMsg = strs[0];
}
result.Add(roundMsg);
}
else
{
result.Add(roundMsg);
}
}
}
if (PrintOut)
@ -805,43 +816,76 @@ namespace Oshima.Core.Utils
Magics.AddRange([new (), new (), new (), new (), new (), new (), new (), new (), new (), new ()]);
}
public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards
{
get
{
return new()
{
{
EffectID.ExATK,
new()
{
{ "exatk", Random.Shared.Next(40, 80) }
}
},
{
EffectID.ExCritRate,
new()
{
{ "excr", Math.Clamp(Random.Shared.NextDouble(), 0.25, 0.5) }
}
},
{
EffectID.ExCritDMG,
new()
{
{ "excrd", Math.Clamp(Random.Shared.NextDouble(), 0.5, 1) }
}
},
{
EffectID.ExATK2,
new()
{
{ "exatk", Math.Clamp(Random.Shared.NextDouble(), 0.15, 0.3) }
}
},
{
EffectID.RecoverHP,
new()
{
{ "hp", Random.Shared.Next(160, 640) }
}
},
{
EffectID.RecoverMP,
new()
{
{ "mp", Random.Shared.Next(140, 490) }
}
},
{
EffectID.RecoverHP2,
new()
{
{ "hp", Math.Clamp(Random.Shared.NextDouble(), 0.04, 0.08) }
}
},
{
EffectID.RecoverMP2,
new()
{
{ "mp", Math.Clamp(Random.Shared.NextDouble(), 0.09, 0.18) }
}
}
};
}
}
public static Dictionary<int, List<Skill>> GenerateRoundRewards(int maxRound)
{
Dictionary<int, List<Skill>> roundRewards = [];
// 设定产生的回合奖励
Dictionary<EffectID, Dictionary<string, object>> rewards = new()
{
{
EffectID.ExATK,
new()
{
{ "exatk", "60" }
}
},
{
EffectID.ExCritRate,
new()
{
{ "excr", "0.5" }
}
},
{
EffectID.ExCritDMG,
new()
{
{ "excrd", "1" }
}
},
{
EffectID.ExATK2,
new()
{
{ "exatk", "0.3" }
}
}
};
int currentRound = 1;
while (currentRound <= maxRound)
{
@ -852,8 +896,16 @@ namespace Oshima.Core.Utils
List<Skill> skills = [];
// 添加回合奖励特效
EffectID effectID = rewards.Keys.ToArray()[Random.Shared.Next(rewards.Count)];
skills.Add(Factory.OpenFactory.GetInstance<Skill>((long)effectID, "", rewards[effectID]));
long effectID = (long)RoundRewards.Keys.ToArray()[Random.Shared.Next(RoundRewards.Count)];
Dictionary<string, object> args = [];
if (effectID > (long)EffectID.Active_Start)
{
args.Add("active", true);
args.Add("self", true);
args.Add("enemy", false);
}
skills.Add(Factory.OpenFactory.GetInstance<Skill>(effectID, "回合奖励", args));
roundRewards[currentRound] = skills;
}

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@ -2,6 +2,11 @@
{
public enum EffectID : long
{
/// <summary>
/// 被动特效起点
/// </summary>
Passive_Start = 8000,
/// <summary>
/// 数值攻击力参数exatk
/// </summary>
@ -159,5 +164,45 @@
/// 最大魔法值%参数exmp
/// </summary>
ExMaxMP2 = 8031,
/// <summary>
/// 被动特效终点
/// </summary>
Passive_End = 8699,
/// <summary>
/// 主动特效起点
/// </summary>
Active_Start = 8700,
/// <summary>
/// 立即回复生命值参数hp
/// </summary>
RecoverHP = 8701,
/// <summary>
/// 立即回复魔法值参数mp
/// </summary>
RecoverMP = 8702,
/// <summary>
/// 立即回复生命值%参数hp
/// </summary>
RecoverHP2 = 8703,
/// <summary>
/// 立即回复魔法值%参数mp
/// </summary>
RecoverMP2 = 8704,
/// <summary>
/// 立即获得能量值参数ep
/// </summary>
GetEP = 8705,
/// <summary>
/// 主动特效终点
/// </summary>
Active_End = 8999
}
}

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@ -0,0 +1,35 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class GetEP : Effect
{
public override long Id => (long)EffectID.GetEP;
public override string Name => "立即获得能量值";
public override string Description => $"立即获得角色 {实际获得:0.##} 点能量值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public GetEP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("ep", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep))
{
= ep;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
caster.EP += ;
}
}
}

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@ -0,0 +1,35 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class RecoverHP : Effect
{
public override long Id => (long)EffectID.RecoverHP;
public override string Name => "立即回复生命值";
public override string Description => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public RecoverHP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
{
= hp;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
HealToTarget(caster, caster, , false);
}
}
}

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@ -0,0 +1,36 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class RecoverHP2 : Effect
{
public override long Id => (long)EffectID.RecoverHP2;
public override string Name => "立即回复生命值";
public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点生命值(不可用于复活)。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private double => * (Skill.Character?.MaxHP ?? 0);
private readonly double = 0;
public RecoverHP2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
{
= hp;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
HealToTarget(caster, caster, , false);
}
}
}

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@ -0,0 +1,35 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class RecoverMP : Effect
{
public override long Id => (long)EffectID.RecoverMP;
public override string Name => "立即回复魔法值";
public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public RecoverMP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
{
= mp;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
caster.MP += ;
}
}
}

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@ -0,0 +1,36 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class RecoverMP2 : Effect
{
public override long Id => (long)EffectID.RecoverMP2;
public override string Name => "立即回复魔法值";
public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private double => * (Skill.Character?.MaxMP ?? 0);
private readonly double = 0;
public RecoverMP2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
{
= mp;
}
}
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
caster.MP += ;
}
}
}

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@ -1,35 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"增加角色 {实际冷却缩减加成 * 100:0.##}% 冷却缩减。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExCDR += ;
}
public override void OnEffectLost(Character character)
{
character.ExCDR -= ;
}
public (Skill skill, double exCdr, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exCdr;
Source = source;
Item = item;
}
}
}

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@ -1,51 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 2;
public override void OnEffectGained(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime -= ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime -= ;
}
}
public override void OnEffectLost(Character character)
{
foreach (Skill s in character.Skills)
{
s.HardnessTime += ;
}
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
{
if (s != null)
s.HardnessTime += ;
}
}
public (Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= reduce;
Source = source;
Item = item;
}
}
}

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@ -1,35 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"增加角色 {实际攻击力加成:0.##} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
}
public (Skill skill, double exATK, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exATK;
Source = source;
Item = item;
}
}
}

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@ -1,35 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 2;
public override void OnEffectGained(Character character)
{
character.NormalAttack.HardnessTime -= ;
}
public override void OnEffectLost(Character character)
{
character.NormalAttack.HardnessTime += ;
}
public (Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= reduce;
Source = source;
Item = item;
}
}
}

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@ -1,35 +0,0 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"增加角色 {实际物理护甲加成:0.##} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
}
public (Skill skill, double exDef, Character? source = null, Item? item = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
= exDef;
Source = source;
Item = item;
}
}
}

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.AccelerationCoefficient;
public override string Name => "加速系数加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 加速系数。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 加速系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.AccelerationCoefficient -= ;
}
public AccelerationCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public AccelerationCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExAGI;
public override string Name => "敏捷加成";
public override string Description => $"增加角色 {实际加成:0.##} 点敏捷。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExAGI -= ;
}
public ExAGI(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExAGI(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExAGI2;
public override string Name => "敏捷加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点敏捷。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExAGI -= ;
= 0;
}
public ExAGI2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExAGI2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExATK;
public override string Name => "攻击力加成";
public override string Description => $"增加角色 {实际加成:0.##} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点攻击力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExATK2 -= ;
}
public ExATK(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExATK(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExATK2;
public override string Name => "攻击力加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点攻击力。" + (Source != null && Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
= 0;
}
public ExATK2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExATK2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExActionCoefficient;
public override string Name => "行动系数加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 行动系数。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 行动系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExActionCoefficient -= ;
}
public ExActionCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExActionCoefficient(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exac", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCDR;
public override string Name => "冷却缩减加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 冷却缩减。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 冷却缩减。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExCDR -= ;
}
public ExCDR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExCDR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("excdr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCritDMG;
public override string Name => "暴击伤害加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击伤害。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击伤害。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExCritDMG -= ;
}
public ExCritDMG(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExCritDMG(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("excrd", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCritRate;
public override string Name => "暴击率加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击率。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 暴击率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExCritRate -= ;
}
public ExCritRate(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExCritRate(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("excr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExDEF;
public override string Name => "物理护甲加成";
public override string Description => $"增加角色 {实际加成:0.##} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExDEF2 -= ;
}
public ExDEF(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExDEF(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExDEF2;
public override string Name => "物理护甲加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
= 0;
}
public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExEvadeRate;
public override string Name => "闪避率加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 闪避率。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 闪避率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExEvadeRate -= ;
}
public ExEvadeRate(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExEvadeRate(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exer", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExHR;
public override string Name => "生命回复加成";
public override string Description => $"增加角色 {实际加成:0.##} 点生命回复。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点生命回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExHR -= ;
}
public ExHR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExHR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exhr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExINT;
public override string Name => "智力加成";
public override string Description => $"增加角色 {实际加成:0.##} 点智力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExINT -= ;
}
public ExINT(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExINT(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExINT2;
public override string Name => "智力加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点智力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExINT -= ;
= 0;
}
public ExINT2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExINT2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMDF;
public override string Name => "魔法抗性加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private readonly MagicType = MagicType.None;
@ -85,11 +83,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
}
}
public ExMDF(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMDF(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("mdfType", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMR;
public override string Name => "魔法回复加成";
public override string Description => $"增加角色 {实际加成:0.##} 点魔法回复。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点魔法回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExMR -= ;
}
public ExMR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exmr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMaxHP;
public override string Name => "最大生命值加成";
public override string Description => $"增加角色 {实际加成:0.##} 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExHP2 -= ;
}
public ExMaxHP(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMaxHP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMaxHP2;
public override string Name => "最大生命值加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExHP2 -= ;
= 0;
}
public ExMaxHP2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMaxHP2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMaxMP;
public override string Name => "最大魔法值加成";
public override string Description => $"增加角色 {实际加成:0.##} 点最大魔法值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExMP2 -= ;
}
public ExMaxMP(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMaxMP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? "";

View File

@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMaxMP2;
public override string Name => "最大魔法值加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大魔法值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExMP2 -= ;
= 0;
}
public ExMaxMP2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExMaxMP2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExPDR;
public override string Name => "物理伤害减免加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理伤害减免。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理伤害减免。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExPDR -= ;
}
public ExPDR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExPDR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("expdr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExSPD;
public override string Name => "行动速度加成";
public override string Description => $"增加角色 {实际加成:0.##} 点行动速度。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点行动速度。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExSPD -= ;
}
public ExSPD(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExSPD(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exspd", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExSTR;
public override string Name => "力量加成";
public override string Description => $"增加角色 {实际加成:0.##} 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成:0.##} 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.ExSTR -= ;
}
public ExSTR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExSTR(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExSTR2;
public override string Name => "力量加成";
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
private double = 0;
@ -24,14 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override void OnEffectLost(Character character)
{
character.ExSTR -= ;
= 0;
}
public ExSTR2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public ExSTR2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.MagicalPenetration;
public override string Name => "魔法穿透加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 魔法穿透。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 魔法穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.MagicalPenetration -= ;
}
public MagicalPenetration(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public MagicalPenetration(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exmpt", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.NormalAttackHardTimeReduce;
public override string Name => Skill.Name;
public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} 硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.NormalAttack.HardnessTime += ;
}
public NormalAttackHardTimeReduce(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public NormalAttackHardTimeReduce(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.NormalAttackHardTimeReduce2;
public override string Name => Skill.Name;
public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * ;
}
public NormalAttackHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public NormalAttackHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.PhysicalPenetration;
public override string Name => "物理穿透加成";
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理穿透。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"增加角色 {实际加成 * 100:0.##}% 物理穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -24,11 +22,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
character.PhysicalPenetration -= ;
}
public PhysicalPenetration(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public PhysicalPenetration(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("exppt", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.SkillHardTimeReduce;
public override string Name => Skill.Name;
public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} 硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -40,11 +38,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
}
}
public SkillHardTimeReduce(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public SkillHardTimeReduce(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -7,11 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.SkillHardTimeReduce2;
public override string Name => Skill.Name;
public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
@ -40,11 +38,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
}
}
public SkillHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
public SkillHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";

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@ -9,7 +9,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
public override string Name => "眩晕";
public override string Description => $"此角色被眩晕了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Stun;
public override bool TargetSelf => true;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;

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@ -9,7 +9,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
public override string Name => "累积之压标记";
public override string Description => $"此角色持有累积之压标记,已累计 {MarkLevel} 层。来自:[ {Source} ]";
public override EffectType EffectType => EffectType.Mark;
public override bool TargetSelf => true;
public override Character Source => _sourceCharacter;
public int MarkLevel { get; set; } = 1;

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@ -7,8 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {AttributeCoefficient * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(基于属性)} [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {AttributeCoefficient * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(基于属性)} [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double BaseDamage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double AttributeCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage

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@ -7,12 +7,11 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double BaseDamage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double ATKCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => BaseDamage + (ATKCoefficient * Skill.Character?.ATK ?? 0);
private double { get; set; } = 100;
private double { get; set; } = 50;
private double { get; set; } = 0.2;

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@ -7,11 +7,10 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double ATKCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => ATKCoefficient * Skill.Character?.ATK ?? 0;
private double { get; set; } = 1.5;
private double { get; set; } = 0.25;
private bool IsMagic { get; set; } = true;

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@ -7,12 +7,11 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {AttributeCoefficient * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {AttributeCoefficient * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double BaseDamage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double AttributeCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => BaseDamage + (AttributeCoefficient * Skill.Character?.PrimaryAttributeValue ?? 0);
private double { get; set; } = 100;
private double { get; set; } = 50;
private double { get; set; } = 0.4;

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@ -6,8 +6,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"为{(TargetCount > 1 ? $" {TargetCount} " : "")}目标回复其最大生命值 {百分比 * 100:0.##}% 点生命值。";
public override bool TargetSelf => true;
public override string Description => $"为{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}目标回复其最大生命值 {百分比 * 100:0.##}% 点生命值。";
private double { get; set; } = 0.03;
private double { get; set; } = 0.03;

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@ -7,10 +7,9 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成 {Damage:0.##} 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {Damage:0.##} 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double Damage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double { get; set; } = 200;
private double { get; set; } = 100;
private bool IsMagic { get; set; } = true;

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@ -6,9 +6,8 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"为{(TargetCount > 1 ? $" {TargetCount} " : "")}目标回复 {Heal:0.##} 点生命值。";
public override bool TargetSelf => true;
public override string Description => $"为{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}目标回复 {Heal:0.##} 点生命值。";
private double Heal => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double { get; set; } = 100;
private double { get; set; } = 30;

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@ -7,9 +7,8 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(TargetCount > 1 ? $" {TargetCount} " : "")}敌人造成眩晕 {眩晕时间}。";
public override bool TargetSelf => false;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成眩晕 {眩晕时间}。";
private string => _durative && _duration > 0 ? _duration + " 时间" : (!_durative && _durationTurn > 0 ? _durationTurn + " 回合" : "0 时间");
private readonly bool _durative;
private readonly double _duration;

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@ -1,6 +1,6 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.ItemEffects;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
using Oshima.FunGame.OshimaModules.Skills;
namespace Oshima.FunGame.OshimaModules.Items
@ -54,7 +54,11 @@ namespace Oshima.FunGame.OshimaModules.Items
{
Level = 1;
Item = item;
Effects.Add(new (this, exATK, character, item));
Dictionary<string, object> values = new()
{
{ "exatk", exATK }
};
Effects.Add(new ExATK(this, values, character));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()

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@ -1,6 +1,6 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.ItemEffects;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Items
{
@ -31,8 +31,13 @@ namespace Oshima.FunGame.OshimaModules.Items
{
Level = 1;
Item = item;
Effects.Add(new (this, , character, item));
Effects.Add(new (this, , character, item));
Dictionary<string, object> values = new()
{
{ "exatk", },
{ "hatr", }
};
Effects.Add(new ExATK(this, values, character));
Effects.Add(new NormalAttackHardTimeReduce(this, values, character));
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()

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@ -1,5 +1,6 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Oshima.FunGame.OshimaModules.Effects.ItemEffects;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
using Oshima.FunGame.OshimaModules.Items;
using Oshima.FunGame.OshimaModules.Skills;
@ -117,6 +118,11 @@ namespace Oshima.FunGame.OshimaModules
EffectID.NormalAttackHardTimeReduce2 => new NormalAttackHardTimeReduce2(skill, dict),
EffectID.ExMaxHP2 => new ExMaxHP2(skill, dict),
EffectID.ExMaxMP2 => new ExMaxMP2(skill, dict),
EffectID.RecoverHP => new RecoverHP(skill, dict),
EffectID.RecoverMP => new RecoverMP(skill, dict),
EffectID.RecoverHP2 => new RecoverHP2(skill, dict),
EffectID.RecoverMP2 => new RecoverMP2(skill, dict),
EffectID.GetEP => new GetEP(skill, dict),
_ => null
};
}

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@ -12,6 +12,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 42 - 1 * (Level - 1);
public override double HardnessTime { get; set; } = 12;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -24,7 +26,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration} 时间内,攻击拥有标记的角色将根据标记层数获得 {吸血 * 100:0.##}% 吸血每层。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;

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@ -26,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
public override bool TargetSelf => true;
private readonly double = 0.12;
private bool = false;

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每时间提升 {伤害提升 * 100:0.##}% 所有伤害,无上限,但受到伤害时效果清零。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%" : "");
public override bool TargetSelf => true;
private readonly double = 0.04;
private double = 0;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => Math.Max(100, Character?.EP ?? 100);
public override double CD => 32 + (1 * (Level - 1));
public override double HardnessTime { get; set; } = 12;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration:0.##} 时间内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 16 + * 0.03;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 40 - 1 * (Level - 1);
public override double HardnessTime { get; set; } = 8;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"暴击伤害提升 70%。";
public override bool TargetSelf => true;
public override void OnEffectGained(Character character)
{
character.ExCritDMG += 0.7;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 35 - 2 * (Level - 1);
public override double HardnessTime { get; set; } = 10;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -24,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => "三重叠加";
public override string Description => $"使 [ 灵能反射 ] 支持普通攻击,且当前释放魔法次数归零,最大硬直消除次数提高到 {灵能反射次数} 次;在魔法命中和普通攻击命中时能够回复所回复能量值的 10 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" +
$"(剩余:{剩余持续次数} 次)";
public override bool TargetSelf => true;
public int { get; set; } = 0;
private readonly int = 3;
private readonly int = 2;

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值。";
public override bool TargetSelf => true;
public bool { get; set; } = false;
public int { get; set; } = 2;
public int { get; set; } = 0;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 30;
public override double HardnessTime { get; set; } = 10;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => "变幻之心";
public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
public override bool TargetSelf => true;
private double => 0.25 + 0.03 * (Level - 1);
private double => 0.55 + 0.25 * (Level - 1);

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@ -26,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"当生命值低于 30% 时,智力转化为力量;当生命值高于或等于 30% 时,力量转化为智力。力量模式下,造成伤害必定暴击;智力模式下,获得 30% 闪避率和 25% 魔法抗性。" +
(Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + "" : "");
public override bool TargetSelf => true;
private double = 0;
private double = 0;
private double = 0.3;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"META马专属被动力量+5力量成长+0.5在受到伤害时获得的能量提升50%,每回合开始还能获得额外的 [ {EP:0.##} ] 能量值。";
public override bool TargetSelf => true;
public static double EP => 7;
public override void AlterEPAfterGetDamage(Character character, ref double baseEP)

View File

@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 55;
public override double HardnessTime { get; set; } = 0;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => "力量爆发";
public override string Description => $"获得 135% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 10 + 1 * (Level - 1);

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@ -26,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"生命值高于 30% 时,受到额外的 [ {高于30额外伤害下限}~{高于30额外伤害上限}% ] 伤害,但是获得 [ 累计所受伤害的 {高于30的加成下限}~{高于30的加成上限}% ] 伤害加成;生命值低于等于 30% 时,不会受到额外的伤害,仅能获得 [ 累计受到的伤害 {低于30的加成下限}~{低于30的加成上限}% ] 伤害加成。" +
$"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。" + ( > 0 ? $"(当前累计受到伤害:{累计受到的伤害:0.##}" : "");
public override bool TargetSelf => true;
private double = 0;
private double = 0;
private double HP = 0;

View File

@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 60 - 2 * (Level - 1);
public override double HardnessTime { get; set; } = 15;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration:0.##} 时间内,提升自身 25% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 40;
@ -47,10 +48,10 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override void OnEffectLost(Character character)
{
character.NormalAttack.SetMagicType(false, character.MagicType);
= 0;
= 0;
character.ExPDR -= ;
character.MDF.SetAllValue(-, false);
= 0;
= 0;
}
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都会随机减少对方 [ 7~15 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言能量值大于100且小于150时视为低于一半。";
public override bool TargetSelf => true;
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)

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@ -12,6 +12,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double CD => 55 - 3 * (Level - 1);
public override double HardnessTime { get; set; } = 25;
public override string Slogan => "从深渊引爆力量,世界将为之颤抖!!!!";
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -30,8 +32,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"对所有角色造成 " +
$"{能量系数 * 100:0.##}% 其现有能量值 + {智力系数 * 100:0.##}% 智力 [ {智力伤害:0.##} ] 的魔法伤害。";
public override bool TargetSelf => false;
public override double TargetRange => 999;
private double => 0.25 * Level;
private double => * Skill.Character?.INT ?? 0;

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"优先攻击血量更低的角色,对生命值百分比低于自己的角色造成 150% 伤害。";
public override bool TargetSelf => true;
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
{
if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 45;
public override double HardnessTime { get; set; } = 7;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"获得 40% 吸血,持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 60;
public override double HardnessTime { get; set; } = 15;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,8 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"{Duration:0.##} 时间内,增加 40% 攻击力 [ {攻击力提升:0.##} ]、30% 物理穿透和 25% 闪避率(不可叠加),普通攻击硬直时间额外减少 20%,基于 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 强化普通攻击的伤害。在持续时间内,【心灵之火】的冷却时间降低至 3 时间。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
public override bool Durative => true;
public override double Duration => 40;

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@ -26,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"普通攻击硬直时间减少 20%。每次使用普通攻击时,额外再发动一次普通攻击,伤害特效可叠加,冷却 {基础冷却时间:0.##} 时间。" +
( > 0 ? $"(正在冷却:剩余 {冷却时间:0.##} 时间)" : "");
public override bool TargetSelf => true;
public double { get; set; } = 0;
public double { get; set; } = 20;
private bool = false;

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 35;
public override double HardnessTime { get; set; } = 10;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => "魔法涌流";
public override string Description => $"{Duration:0.##} 时间内,增加所有伤害的 {减伤比例 * 100:0.##}% 伤害减免,并将普通攻击转为魔法伤害,可叠加魔法震荡的效果。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 25;

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@ -26,8 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"造成魔法伤害时有 35% 几率使敌人眩晕 1 回合。";
public override bool TargetSelf => true;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isMagicDamage && damageResult != DamageResult.Evaded && new Random().NextDouble() < 0.35)

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@ -11,6 +11,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double EPCost => 100;
public override double CD => 55 - (1 * (Level - 1));
public override double HardnessTime { get; set; } = 12;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.SuperSkill, character)
{
@ -23,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"敏捷提高 20%,然后将目前的力量补充到与敏捷持平,持续 {Duration:0.##} 时间。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 30;

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@ -25,8 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
public override bool TargetSelf => true;
private double => * Skill.Character?.AGI ?? 0;
private readonly double = 2.5;
private bool = false;

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@ -12,6 +12,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override double CD => 35;
public override double HardnessTime { get; set; } = 5;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
public (Character? character = null) : base(SkillType.Skill, character)
{
@ -24,7 +25,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration:0.##} 时间。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 的强化伤害,并解除不可选中状态。";
public override bool TargetSelf => true;
public override bool Durative => true;
public override double Duration => 12 + (1 * (Level - 1));

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@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public (Character? character = null) : base(SkillType.Magic, character)
{
Effects.Add(new (this, true, 15, 0));
Effects.Add(new _带基础伤害(this, 90, 110, 0.5, 0.3));
Effects.Add(new _带基础伤害(this, 80, 55, 0.5, 0.3));
}
}
}

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@ -9,9 +9,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => (long)MagicID.;
public override string Name => "治愈术";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override double MPCost => Level > 0 ? 90 + (95 * (Level - 1)) : 90;
public override double CD => 80;
public override double CastTime => 5;
public override double MPCost => Level > 0 ? 80 + (105 * (Level - 1)) : 80;
public override double CD => Level > 0 ? 90 - (1 * (Level - 1)) : 90;
public override double CastTime => Level > 0 ? 5 + (1.5 * (Level - 1)) : 5;
public override double HardnessTime { get; set; } = 7;
public override bool CanSelectSelf => true;
public override bool CanSelectEnemy => false;
@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public (Character? character = null) : base(SkillType.Magic, character)
{
SelectTargetPredicates.Add(c => c.HP > 0 && c.HP < c.MaxHP);
Effects.Add(new (this, 0.03, 0.03));
Effects.Add(new (this, 0.3, 0.02));
}
}
}