修改硬直时间可以使用百分比

This commit is contained in:
milimoe 2025-04-27 00:47:31 +08:00
parent b9ae16a19a
commit 27867da38d
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
2 changed files with 4 additions and 2 deletions

View File

@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}友方角色 {SPD:0.##} 点行动速度 {持续时间}。";
public override string Description => $"提升目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}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)。";
private double SPD => Level > 0 ? Math.Abs( + * (Level - 1)) : Math.Abs();
private double { get; set; } = 65;
@ -46,6 +46,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
e.OnEffectGained(target);
e.EffectType = EffectType.Haste;
GamingQueue?.LastRound.Effects.TryAdd(target, [e.EffectType]);
GamingQueue?.ChangeCharacterHardnessTime(target, -0.3, true, false);
}
}
}

View File

@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"降低目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人 {Math.Abs(SPD):0.##} 点行动速度 {持续时间}。";
public override string Description => $"降低目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}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)。";
private double SPD => Level > 0 ? -Math.Abs( + * (Level - 1)) : -Math.Abs();
private double { get; set; } = 30;
@ -47,6 +47,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
e.EffectType = EffectType.Slow;
e.IsDebuff = true;
GamingQueue?.LastRound.Effects.TryAdd(target, [e.EffectType]);
GamingQueue?.ChangeCharacterHardnessTime(target, 0.3, true, false);
}
}
}