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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-23 04:19:36 +08:00
使用 GamingQueue
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@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Effects
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public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
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public 眩晕(Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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_sourceCharacter = sourceCharacter;
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_sourceCharacter = sourceCharacter;
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_durative = durative;
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_durative = durative;
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_duration = duration;
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_duration = duration;
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@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Effects
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public 累积之压标记(Skill skill, Character sourceCharacter) : base(skill)
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public 累积之压标记(Skill skill, Character sourceCharacter) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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_sourceCharacter = sourceCharacter;
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_sourceCharacter = sourceCharacter;
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}
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}
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}
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}
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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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public 冷却缩减加成(Skill skill, Character? source, Item? item, double exCdr) : base(skill)
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public 冷却缩减加成(Skill skill, Character? source, Item? item, double exCdr) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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Source = source;
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Source = source;
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Item = item;
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Item = item;
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实际冷却缩减加成 = exCdr;
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实际冷却缩减加成 = exCdr;
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@ -42,7 +42,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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public 技能硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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public 技能硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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Source = source;
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Source = source;
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Item = item;
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Item = item;
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实际硬直时间减少 = reduce;
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实际硬直时间减少 = reduce;
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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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public 攻击力加成(Skill skill, Character? source, Item? item, double exATK) : base(skill)
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public 攻击力加成(Skill skill, Character? source, Item? item, double exATK) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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Source = source;
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Source = source;
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Item = item;
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Item = item;
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实际攻击力加成 = exATK;
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实际攻击力加成 = exATK;
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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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public 普攻硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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public 普攻硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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Source = source;
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Source = source;
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Item = item;
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Item = item;
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实际硬直时间减少 = reduce;
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实际硬直时间减少 = reduce;
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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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public 物理护甲加成(Skill skill, Character? source, Item? item, double exDef) : base(skill)
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public 物理护甲加成(Skill skill, Character? source, Item? item, double exDef) : base(skill)
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{
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{
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ActionQueue = skill.ActionQueue;
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GamingQueue = skill.GamingQueue;
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Source = source;
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Source = source;
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Item = item;
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Item = item;
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实际物理护甲加成 = exDef;
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实际物理护甲加成 = exDef;
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@ -34,12 +34,12 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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{
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if (character == Skill.Character && isNormalAttack && 冷却时间 == 0 && !是否是嵌套普通攻击 && ActionQueue != null)
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if (character == Skill.Character && isNormalAttack && 冷却时间 == 0 && !是否是嵌套普通攻击 && GamingQueue != null)
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{
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{
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WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
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WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
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冷却时间 = 基础冷却时间;
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冷却时间 = 基础冷却时间;
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是否是嵌套普通攻击 = true;
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是否是嵌套普通攻击 = true;
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character.NormalAttack.Attack(ActionQueue, character, enemy);
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character.NormalAttack.Attack(GamingQueue, character, enemy);
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}
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}
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if (character == Skill.Character && 是否是嵌套普通攻击)
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if (character == Skill.Character && 是否是嵌套普通攻击)
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@ -80,6 +80,7 @@ namespace Oshima.FunGame.OshimaServers
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break;
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break;
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case GamingType.None:
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case GamingType.None:
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default:
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default:
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await Task.Delay(1);
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break;
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break;
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}
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}
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