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将吸血加入治疗
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@ -53,8 +53,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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{
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{
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double 实际吸血 = 吸血 * damage;
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double 实际吸血 = 吸血 * damage;
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character.HP += 实际吸血;
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HealToTarget(character, character, 实际吸血);
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WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Skills
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namespace Oshima.FunGame.OshimaModules.Skills
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@ -61,8 +62,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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if (caster.PrimaryAttribute == PrimaryAttribute.STR)
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if (caster.PrimaryAttribute == PrimaryAttribute.STR)
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{
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{
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double 回复的生命 = 生命值回复 * caster.MaxHP;
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double 回复的生命 = 生命值回复 * caster.MaxHP;
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caster.HP += 回复的生命;
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HealToTarget(caster, caster, 回复的生命);
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WriteLine($"[ {caster} ] 回复了 {回复的生命:0.##} 点生命值!");
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}
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}
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else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
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else if (caster.PrimaryAttribute == PrimaryAttribute.INT)
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{
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{
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@ -33,8 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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if (character == Skill.Character && damageResult != DamageResult.Evaded && character.HP < character.MaxHP)
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{
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{
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double 实际吸血 = 0.4 * damage;
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double 实际吸血 = 0.4 * damage;
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character.HP += 实际吸血;
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HealToTarget(character, character, 实际吸血);
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WriteLine($"[ {character} ] 回复了 {实际吸血:0.##} 点生命值!");
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}
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}
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}
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}
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