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修改硬直时间可以使用百分比
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {SPD:0.##} 点行动速度 {持续时间}。";
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public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}友方角色 {SPD:0.##} 点行动速度 {持续时间}。并缩短目标 30% 的行动等待时间(当前硬直时间)。";
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private double SPD => Level > 0 ? Math.Abs(基础数值速度 + 基础速度等级成长 * (Level - 1)) : Math.Abs(基础数值速度);
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private double 基础数值速度 { get; set; } = 65;
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@ -46,6 +46,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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e.OnEffectGained(target);
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e.EffectType = EffectType.Haste;
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GamingQueue?.LastRound.Effects.TryAdd(target, [e.EffectType]);
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GamingQueue?.ChangeCharacterHardnessTime(target, -0.3, true, false);
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}
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}
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}
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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{
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"降低目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人 {Math.Abs(SPD):0.##} 点行动速度 {持续时间}。";
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public override string Description => $"降低目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人 {Math.Abs(SPD):0.##} 点行动速度 {持续时间}。并延长目标 30% 的行动等待时间(当前硬直时间)。";
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private double SPD => Level > 0 ? -Math.Abs(基础数值速度 + 基础速度等级成长 * (Level - 1)) : -Math.Abs(基础数值速度);
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private double 基础数值速度 { get; set; } = 30;
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@ -47,6 +47,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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e.EffectType = EffectType.Slow;
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e.IsDebuff = true;
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GamingQueue?.LastRound.Effects.TryAdd(target, [e.EffectType]);
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GamingQueue?.ChangeCharacterHardnessTime(target, 0.3, true, false);
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}
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}
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}
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