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提升回复药治疗量;死亡角色被带入战斗时将无法行动
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@ -76,7 +76,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override string Name => "小回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.White;
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public double HP { get; set; } = 300;
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public double HP { get; set; } = 600;
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public 小回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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@ -96,7 +96,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override string Name => "中回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.Green;
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public double HP { get; set; } = 700;
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public double HP { get; set; } = 1800;
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public 中回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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@ -116,7 +116,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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public override string Name => "大回复药";
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public override string Description => Skills.Active?.Description ?? "";
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public override QualityType QualityType => QualityType.Blue;
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public double HP { get; set; } = 1500;
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public double HP { get; set; } = 3000;
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public 大回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable)
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{
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@ -32,6 +32,14 @@ namespace Oshima.FunGame.OshimaServers.Service
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// 创建顺序表并排序
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ActionQueue actionQueue = new(characters, false, WriteLine);
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actionQueue.SetCharactersToAIControl(false, characters);
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foreach (Character dead in characters)
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{
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if (dead.HP <= 0)
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{
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actionQueue.Queue.Remove(dead);
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actionQueue.Eliminated.Add(dead);
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}
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}
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ActionQueue = actionQueue;
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if (PrintOut) Console.WriteLine();
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@ -242,6 +250,14 @@ namespace Oshima.FunGame.OshimaServers.Service
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MaxScoreToWin = maxScoreToWin
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};
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actionQueue.SetCharactersToAIControl(false, characters);
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foreach (Character dead in characters)
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{
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if (dead.HP <= 0)
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{
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actionQueue.Queue.Remove(dead);
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actionQueue.Eliminated.Add(dead);
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}
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}
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ActionQueue = actionQueue;
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if (PrintOut) Console.WriteLine();
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