From 5a503f8fc6bef3f39f30b00a44dd74d074014ee4 Mon Sep 17 00:00:00 2001 From: milimoe Date: Thu, 24 Apr 2025 01:28:24 +0800 Subject: [PATCH] =?UTF-8?q?=E5=B0=86=E5=90=B8=E8=A1=80=E5=8A=A0=E5=85=A5?= =?UTF-8?q?=E6=B2=BB=E7=96=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaModules/Skills/ColdBlue/嗜血本能.cs | 3 +-- OshimaModules/Skills/NiuNan/变幻之心.cs | 4 ++-- OshimaModules/Skills/QuDuoduo/血之狂欢.cs | 3 +-- 3 files changed, 4 insertions(+), 6 deletions(-) diff --git a/OshimaModules/Skills/ColdBlue/嗜血本能.cs b/OshimaModules/Skills/ColdBlue/嗜血本能.cs index 6dccb4c..014fe23 100644 --- a/OshimaModules/Skills/ColdBlue/嗜血本能.cs +++ b/OshimaModules/Skills/ColdBlue/嗜血本能.cs @@ -53,8 +53,7 @@ namespace Oshima.FunGame.OshimaModules.Skills if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP) { double 实际吸血 = 吸血 * damage; - character.HP += 实际吸血; - WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!"); + HealToTarget(character, character, 实际吸血); } } diff --git a/OshimaModules/Skills/NiuNan/变幻之心.cs b/OshimaModules/Skills/NiuNan/变幻之心.cs index fd19710..bbaaa8c 100644 --- a/OshimaModules/Skills/NiuNan/变幻之心.cs +++ b/OshimaModules/Skills/NiuNan/变幻之心.cs @@ -1,4 +1,5 @@ using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills @@ -61,8 +62,7 @@ namespace Oshima.FunGame.OshimaModules.Skills if (caster.PrimaryAttribute == PrimaryAttribute.STR) { double 回复的生命 = 生命值回复 * caster.MaxHP; - caster.HP += 回复的生命; - WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!"); + HealToTarget(caster, caster, 回复的生命); } else if (caster.PrimaryAttribute == PrimaryAttribute.INT) { diff --git a/OshimaModules/Skills/QuDuoduo/血之狂欢.cs b/OshimaModules/Skills/QuDuoduo/血之狂欢.cs index 2934c65..86b8383 100644 --- a/OshimaModules/Skills/QuDuoduo/血之狂欢.cs +++ b/OshimaModules/Skills/QuDuoduo/血之狂欢.cs @@ -33,8 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Skills if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP) { double 实际吸血 = 0.4 * damage; - character.HP += 实际吸血; - WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!"); + HealToTarget(character, character, 实际吸血); } }