diff --git a/OshimaModules/Effects/眩晕.cs b/OshimaModules/Effects/眩晕.cs index 03d8358..bc915b0 100644 --- a/OshimaModules/Effects/眩晕.cs +++ b/OshimaModules/Effects/眩晕.cs @@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Effects public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; _sourceCharacter = sourceCharacter; _durative = durative; _duration = duration; diff --git a/OshimaModules/Effects/累积之压标记.cs b/OshimaModules/Effects/累积之压标记.cs index 1b6b1ce..724976a 100644 --- a/OshimaModules/Effects/累积之压标记.cs +++ b/OshimaModules/Effects/累积之压标记.cs @@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Effects public 累积之压标记(Skill skill, Character sourceCharacter) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; _sourceCharacter = sourceCharacter; } } diff --git a/OshimaModules/ItemEffects/冷却缩减加成.cs b/OshimaModules/ItemEffects/冷却缩减加成.cs index 9e86e57..cd29127 100644 --- a/OshimaModules/ItemEffects/冷却缩减加成.cs +++ b/OshimaModules/ItemEffects/冷却缩减加成.cs @@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects public 冷却缩减加成(Skill skill, Character? source, Item? item, double exCdr) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; Source = source; Item = item; 实际冷却缩减加成 = exCdr; diff --git a/OshimaModules/ItemEffects/技能硬直时间减少.cs b/OshimaModules/ItemEffects/技能硬直时间减少.cs index 7a58a45..9346dde 100644 --- a/OshimaModules/ItemEffects/技能硬直时间减少.cs +++ b/OshimaModules/ItemEffects/技能硬直时间减少.cs @@ -42,7 +42,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects public 技能硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; Source = source; Item = item; 实际硬直时间减少 = reduce; diff --git a/OshimaModules/ItemEffects/攻击力加成.cs b/OshimaModules/ItemEffects/攻击力加成.cs index 25a9323..66dba8b 100644 --- a/OshimaModules/ItemEffects/攻击力加成.cs +++ b/OshimaModules/ItemEffects/攻击力加成.cs @@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects public 攻击力加成(Skill skill, Character? source, Item? item, double exATK) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; Source = source; Item = item; 实际攻击力加成 = exATK; diff --git a/OshimaModules/ItemEffects/普攻硬直时间减少.cs b/OshimaModules/ItemEffects/普攻硬直时间减少.cs index ae327b4..d6304b5 100644 --- a/OshimaModules/ItemEffects/普攻硬直时间减少.cs +++ b/OshimaModules/ItemEffects/普攻硬直时间减少.cs @@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects public 普攻硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; Source = source; Item = item; 实际硬直时间减少 = reduce; diff --git a/OshimaModules/ItemEffects/物理护甲加成.cs b/OshimaModules/ItemEffects/物理护甲加成.cs index 41009b2..25c5e0a 100644 --- a/OshimaModules/ItemEffects/物理护甲加成.cs +++ b/OshimaModules/ItemEffects/物理护甲加成.cs @@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects public 物理护甲加成(Skill skill, Character? source, Item? item, double exDef) : base(skill) { - ActionQueue = skill.ActionQueue; + GamingQueue = skill.GamingQueue; Source = source; Item = item; 实际物理护甲加成 = exDef; diff --git a/OshimaModules/Skills/XinYin/心灵之火.cs b/OshimaModules/Skills/XinYin/心灵之火.cs index 830a925..09a6976 100644 --- a/OshimaModules/Skills/XinYin/心灵之火.cs +++ b/OshimaModules/Skills/XinYin/心灵之火.cs @@ -34,12 +34,12 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { - if (character == Skill.Character && isNormalAttack && 冷却时间 == 0 && !是否是嵌套普通攻击 && ActionQueue != null) + if (character == Skill.Character && isNormalAttack && 冷却时间 == 0 && !是否是嵌套普通攻击 && GamingQueue != null) { WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!"); 冷却时间 = 基础冷却时间; 是否是嵌套普通攻击 = true; - character.NormalAttack.Attack(ActionQueue, character, enemy); + character.NormalAttack.Attack(GamingQueue, character, enemy); } if (character == Skill.Character && 是否是嵌套普通攻击) diff --git a/OshimaServers/FastAutoServer.cs b/OshimaServers/FastAutoServer.cs index 3950893..612b0ee 100644 --- a/OshimaServers/FastAutoServer.cs +++ b/OshimaServers/FastAutoServer.cs @@ -80,6 +80,7 @@ namespace Oshima.FunGame.OshimaServers break; case GamingType.None: default: + await Task.Delay(1); break; }