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下调
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@ -25,12 +25,12 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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{
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public override long Id => Skill.Id;
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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 Name => Skill.Name;
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public override string Description => $"当生命值低于 30% 时,进入力量模式,核心属性转为力量,将所有基础智力转化为额外力量;当生命值高于或等于 30% 时,进入智力模式,核心属性转为智力,还原所有基础智力。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。" +
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public override string Description => $"当生命值低于 30% 时,进入力量模式,核心属性转为力量,将所有基础智力转化为额外力量;当生命值高于或等于 30% 时,进入智力模式,核心属性转为智力,还原所有基础智力。力量模式下,造成伤害必定暴击;智力模式下,获得 15% 闪避率和 15% 魔法抗性。" +
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(Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + ")" : "");
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(Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + ")" : "");
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private double 交换的基础智力 = 0;
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private double 交换的基础智力 = 0;
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private double 实际增加闪避率 = 0.3;
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private double 实际增加闪避率 = 0.15;
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private double 实际增加魔法抗性 = 0.25;
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private double 实际增加魔法抗性 = 0.15;
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private bool 已经加过 = false;
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private bool 已经加过 = false;
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public override void OnEffectGained(Character character)
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public override void OnEffectGained(Character character)
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