mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-08-02 12:02:56 +00:00
新增配置文件;百分比加成的物品特效;角色技能调整
This commit is contained in:
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@ -307,7 +307,7 @@ namespace Oshima.Core.Utils
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// 开始空投
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// 开始空投
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Msg = "";
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Msg = "";
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空投(actionQueue);
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空投(actionQueue, true);
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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double 下一次空投 = 80;
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double 下一次空投 = 80;
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@ -506,17 +506,22 @@ namespace Oshima.Core.Utils
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if (PrintOut) Console.WriteLine(str);
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if (PrintOut) Console.WriteLine(str);
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}
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}
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public static void 空投(ActionQueue queue)
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public static void 空投(ActionQueue queue, bool first = false)
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{
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{
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Item a = Items[Random.Shared.Next(Items.Count)];
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Item a = Items[Random.Shared.Next(Items.Count)];
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a.SetGamingQueue(queue);
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if (first)
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{
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a = Items.Where(row => row.Name == "魔能法袍").FirstOrDefault() ?? a;
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}
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Item[] 这次发放的空投 = [a];
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Item[] 这次发放的空投 = [a];
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WriteLine($"社区送温暖了,现在向所有人发放 [ {a.Name} ]!!");
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WriteLine($"社区送温暖了,现在向所有人发放 [ {a.Name} ]!!");
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foreach (Character character in queue.Queue)
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foreach (Character character in queue.Queue)
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{
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{
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foreach (Item item in 这次发放的空投)
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foreach (Item item in 这次发放的空投)
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{
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{
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queue.Equip(character, item.Copy(1));
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Item realItem = item.Copy(1);
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realItem.SetGamingQueue(queue);
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queue.Equip(character, realItem);
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}
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}
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}
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}
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WriteLine("");
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WriteLine("");
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@ -3,113 +3,161 @@
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public enum EffectID : long
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public enum EffectID : long
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{
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{
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/// <summary>
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/// <summary>
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/// exatk
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/// 数值攻击力,参数:exatk
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/// </summary>
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/// </summary>
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ExATK = 8001,
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ExATK = 8001,
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/// <summary>
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/// <summary>
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/// exdef
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/// 数值物理护甲,参数:exdef
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/// </summary>
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/// </summary>
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ExDEF = 8002,
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ExDEF = 8002,
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/// <summary>
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/// <summary>
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/// exstr
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/// 数值力量,参数:exstr
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/// </summary>
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/// </summary>
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ExSTR = 8003,
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ExSTR = 8003,
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/// <summary>
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/// <summary>
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/// exagi
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/// 数值敏捷,参数:exagi
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/// </summary>
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/// </summary>
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ExAGI = 8004,
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ExAGI = 8004,
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/// <summary>
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/// <summary>
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/// exint
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/// 数值智力,参数:exint
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/// </summary>
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/// </summary>
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ExINT = 8005,
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ExINT = 8005,
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/// <summary>
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/// <summary>
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/// shtr
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/// 数值技能硬直时间减少,参数:shtr
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/// </summary>
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/// </summary>
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SkillHardTimeReduce = 8006,
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SkillHardTimeReduce = 8006,
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/// <summary>
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/// <summary>
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/// nahtr
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/// 数值普攻硬直时间减少,参数:nahtr
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/// </summary>
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/// </summary>
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NormalAttackHardTimeReduce = 8007,
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NormalAttackHardTimeReduce = 8007,
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/// <summary>
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/// <summary>
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/// exacc
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/// 加速系数%,参数:exacc
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/// </summary>
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/// </summary>
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AccelerationCoefficient = 8008,
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AccelerationCoefficient = 8008,
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/// <summary>
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/// <summary>
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/// exspd
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/// 数值行动速度,参数:exspd
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/// </summary>
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/// </summary>
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ExSPD = 8009,
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ExSPD = 8009,
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/// <summary>
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/// <summary>
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/// exac
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/// 行动系数%,参考:exac
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/// </summary>
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/// </summary>
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ExActionCoefficient = 8010,
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ExActionCoefficient = 8010,
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/// <summary>
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/// <summary>
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/// excdr
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/// 冷却缩减%,参数:excdr
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/// </summary>
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/// </summary>
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ExCDR = 8011,
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ExCDR = 8011,
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/// <summary>
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/// <summary>
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/// exhp
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/// 数值生命值,参数:exhp
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/// </summary>
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/// </summary>
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ExMaxHP = 8012,
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ExMaxHP = 8012,
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/// <summary>
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/// <summary>
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/// exmp
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/// 数值魔法值,参数:exmp
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/// </summary>
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/// </summary>
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ExMaxMP = 8013,
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ExMaxMP = 8013,
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/// <summary>
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/// <summary>
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/// excr
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/// 暴击率%,参数:excr
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/// </summary>
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/// </summary>
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ExCritRate = 8014,
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ExCritRate = 8014,
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/// <summary>
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/// <summary>
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/// excrd
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/// 暴击伤害%,参数:excrd
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/// </summary>
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/// </summary>
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ExCritDMG = 8015,
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ExCritDMG = 8015,
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/// <summary>
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/// <summary>
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/// exer
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/// 闪避率%,参数:exer
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/// </summary>
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/// </summary>
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ExEvadeRate = 8016,
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ExEvadeRate = 8016,
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/// <summary>
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/// <summary>
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/// exppt
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/// 物理穿透%,参数:exppt
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/// </summary>
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/// </summary>
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PhysicalPenetration = 8017,
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PhysicalPenetration = 8017,
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/// <summary>
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/// <summary>
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/// exmpt
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/// 魔法穿透%,参数:exmpt
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/// </summary>
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/// </summary>
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MagicalPenetration = 8018,
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MagicalPenetration = 8018,
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/// <summary>
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/// <summary>
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/// expdr
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/// 物理伤害减免%,参数:expdr
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/// </summary>
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/// </summary>
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ExPDR = 8019,
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ExPDR = 8019,
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/// <summary>
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/// <summary>
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/// mdftype, mdfvalue
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/// 魔法抗性%<para/>
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/// 参数:<para/>
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/// 魔法类型(对应MagicType,0为所有):mdftype<para/>
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/// 魔法抗性%:mdfvalue
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/// </summary>
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/// </summary>
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ExMDF = 8020,
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ExMDF = 8020,
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/// <summary>
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/// <summary>
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/// exhr
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/// 数值生命回复,参数:exhr
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/// </summary>
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/// </summary>
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ExHR = 8021,
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ExHR = 8021,
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/// <summary>
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/// <summary>
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/// exmr
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/// 数值魔法回复,参数:exmr
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/// </summary>
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/// </summary>
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ExMR = 8022
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ExMR = 8022,
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/// <summary>
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/// 攻击力%,参数:exatk
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/// </summary>
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ExATK2 = 8023,
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/// <summary>
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/// 物理护甲%,参数:exdef
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/// </summary>
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ExDEF2 = 8024,
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/// <summary>
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/// 力量%,参数:exstr
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/// </summary>
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ExSTR2 = 8025,
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/// <summary>
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/// 敏捷%,参数:exagi
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/// </summary>
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ExAGI2 = 8026,
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/// <summary>
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/// 智力%,参数:exint
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/// </summary>
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ExINT2 = 8027,
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/// <summary>
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/// 技能硬直时间减少%,参数:shtr
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/// </summary>
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SkillHardTimeReduce2 = 8028,
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/// <summary>
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/// 普攻硬直时间减少%,参数:nahtr
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/// </summary>
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NormalAttackHardTimeReduce2 = 8029,
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/// <summary>
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/// 最大生命值%,参数:exhp
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/// </summary>
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ExMaxHP2 = 8030,
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/// <summary>
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/// 最大魔法值%,参数:exmp
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/// </summary>
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ExMaxMP2 = 8031,
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}
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}
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}
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}
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45
OshimaModules/Effects/OpenEffects/ExAGI2.cs
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45
OshimaModules/Effects/OpenEffects/ExAGI2.cs
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@ -0,0 +1,45 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public class ExAGI2 : Effect
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{
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public override long Id => (long)EffectID.ExAGI2;
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public override string Name => "敏捷加成";
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public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点敏捷。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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public override bool TargetSelf => true;
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public Item? Item { get; }
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private readonly double 加成比例 = 0;
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private double 实际加成 = 0;
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public override void OnEffectGained(Character character)
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{
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实际加成 = character.BaseAGI * 加成比例;
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character.ExAGI += 实际加成;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExAGI -= 实际加成;
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实际加成 = 0;
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}
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public ExAGI2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
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{
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GamingQueue = skill.GamingQueue;
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Source = source;
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Item = item;
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAGI))
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{
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加成比例 = exAGI;
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}
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}
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}
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}
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}
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45
OshimaModules/Effects/OpenEffects/ExATK2.cs
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45
OshimaModules/Effects/OpenEffects/ExATK2.cs
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public class ExATK2 : Effect
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{
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public override long Id => (long)EffectID.ExATK2;
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public override string Name => "攻击力加成";
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public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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public override bool TargetSelf => true;
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public Item? Item { get; }
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private readonly double 加成比例 = 0;
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private double 实际加成 = 0;
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public override void OnEffectGained(Character character)
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{
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实际加成 = character.BaseATK * 加成比例;
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character.ExATK2 += 实际加成;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExATK2 -= 实际加成;
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实际加成 = 0;
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}
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public ExATK2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
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{
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GamingQueue = skill.GamingQueue;
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Source = source;
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Item = item;
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exATK))
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{
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加成比例 = exATK;
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}
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}
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}
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}
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}
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45
OshimaModules/Effects/OpenEffects/ExDEF2.cs
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45
OshimaModules/Effects/OpenEffects/ExDEF2.cs
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public class ExDEF2 : Effect
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{
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public override long Id => (long)EffectID.ExDEF2;
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public override string Name => "物理护甲加成";
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public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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public override bool TargetSelf => true;
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public Item? Item { get; }
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private readonly double 加成比例 = 0;
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private double 实际加成 = 0;
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public override void OnEffectGained(Character character)
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{
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实际加成 = character.BaseDEF * 加成比例;
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character.ExDEF2 += 实际加成;
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}
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public override void OnEffectLost(Character character)
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{
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character.ExDEF2 -= 实际加成;
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实际加成 = 0;
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}
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public ExDEF2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
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{
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GamingQueue = skill.GamingQueue;
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Source = source;
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Item = item;
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF))
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{
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加成比例 = exDEF;
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}
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}
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}
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}
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}
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45
OshimaModules/Effects/OpenEffects/ExINT2.cs
Normal file
45
OshimaModules/Effects/OpenEffects/ExINT2.cs
Normal file
@ -0,0 +1,45 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public class ExINT2 : Effect
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{
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public override long Id => (long)EffectID.ExINT2;
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public override string Name => "智力加成";
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||||||
|
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点智力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 加成比例 = 0;
|
||||||
|
private double 实际加成 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
实际加成 = character.BaseINT * 加成比例;
|
||||||
|
character.ExINT += 实际加成;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
character.ExINT -= 实际加成;
|
||||||
|
实际加成 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ExINT2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exINT))
|
||||||
|
{
|
||||||
|
加成比例 = exINT;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -45,15 +45,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
|||||||
break;
|
break;
|
||||||
case MagicType.None:
|
case MagicType.None:
|
||||||
default:
|
default:
|
||||||
character.MDF.None += 实际加成;
|
character.MDF.SetAllValue(实际加成, false);
|
||||||
character.MDF.Particle += 实际加成;
|
|
||||||
character.MDF.Fleabane += 实际加成;
|
|
||||||
character.MDF.Element += 实际加成;
|
|
||||||
character.MDF.Shadow += 实际加成;
|
|
||||||
character.MDF.Bright += 实际加成;
|
|
||||||
character.MDF.PurityContemporary += 实际加成;
|
|
||||||
character.MDF.PurityNatural += 实际加成;
|
|
||||||
character.MDF.Starmark += 实际加成;
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -88,15 +80,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
|||||||
break;
|
break;
|
||||||
case MagicType.None:
|
case MagicType.None:
|
||||||
default:
|
default:
|
||||||
character.MDF.None -= 实际加成;
|
character.MDF.SetAllValue(-实际加成, false);
|
||||||
character.MDF.Particle -= 实际加成;
|
|
||||||
character.MDF.Fleabane -= 实际加成;
|
|
||||||
character.MDF.Element -= 实际加成;
|
|
||||||
character.MDF.Shadow -= 实际加成;
|
|
||||||
character.MDF.Bright -= 实际加成;
|
|
||||||
character.MDF.PurityContemporary -= 实际加成;
|
|
||||||
character.MDF.PurityNatural -= 实际加成;
|
|
||||||
character.MDF.Starmark -= 实际加成;
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
45
OshimaModules/Effects/OpenEffects/ExMaxHP2.cs
Normal file
45
OshimaModules/Effects/OpenEffects/ExMaxHP2.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||||
|
{
|
||||||
|
public class ExMaxHP2 : Effect
|
||||||
|
{
|
||||||
|
public override long Id => (long)EffectID.ExMaxHP2;
|
||||||
|
public override string Name => "最大生命值加成";
|
||||||
|
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 加成比例 = 0;
|
||||||
|
private double 实际加成 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
实际加成 = character.BaseHP * 加成比例;
|
||||||
|
character.ExHP2 += 实际加成;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
character.ExHP2 -= 实际加成;
|
||||||
|
实际加成 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ExMaxHP2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHP))
|
||||||
|
{
|
||||||
|
加成比例 = exHP;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
45
OshimaModules/Effects/OpenEffects/ExMaxMP2.cs
Normal file
45
OshimaModules/Effects/OpenEffects/ExMaxMP2.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||||
|
{
|
||||||
|
public class ExMaxMP2 : Effect
|
||||||
|
{
|
||||||
|
public override long Id => (long)EffectID.ExMaxMP2;
|
||||||
|
public override string Name => "最大魔法值加成";
|
||||||
|
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大魔法值。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 加成比例 = 0;
|
||||||
|
private double 实际加成 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
实际加成 = character.BaseMP * 加成比例;
|
||||||
|
character.ExMP2 += 实际加成;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
character.ExMP2 -= 实际加成;
|
||||||
|
实际加成 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ExMaxMP2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMP))
|
||||||
|
{
|
||||||
|
加成比例 = exMP;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -16,12 +16,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
|||||||
|
|
||||||
public override void OnEffectGained(Character character)
|
public override void OnEffectGained(Character character)
|
||||||
{
|
{
|
||||||
character.ExDEF2 += 实际加成;
|
character.ExSTR += 实际加成;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnEffectLost(Character character)
|
public override void OnEffectLost(Character character)
|
||||||
{
|
{
|
||||||
character.ExDEF2 -= 实际加成;
|
character.ExSTR -= 实际加成;
|
||||||
}
|
}
|
||||||
|
|
||||||
public ExSTR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
public ExSTR(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
45
OshimaModules/Effects/OpenEffects/ExSTR2.cs
Normal file
45
OshimaModules/Effects/OpenEffects/ExSTR2.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||||
|
{
|
||||||
|
public class ExSTR2 : Effect
|
||||||
|
{
|
||||||
|
public override long Id => (long)EffectID.ExSTR2;
|
||||||
|
public override string Name => "力量加成";
|
||||||
|
public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 加成比例 = 0;
|
||||||
|
private double 实际加成 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
实际加成 = character.BaseSTR * 加成比例;
|
||||||
|
character.ExSTR += 实际加成;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
character.ExSTR -= 实际加成;
|
||||||
|
实际加成 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ExSTR2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSTR))
|
||||||
|
{
|
||||||
|
加成比例 = exSTR;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,42 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||||
|
{
|
||||||
|
public class NormalAttackHardTimeReduce2 : Effect
|
||||||
|
{
|
||||||
|
public override long Id => (long)EffectID.NormalAttackHardTimeReduce2;
|
||||||
|
public override string Name => Skill.Name;
|
||||||
|
public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 减少比例 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
character.NormalAttack.HardnessTime -= character.NormalAttack.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
|
||||||
|
public NormalAttackHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr))
|
||||||
|
{
|
||||||
|
减少比例 = nahtr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
58
OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs
Normal file
58
OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||||
|
{
|
||||||
|
public class SkillHardTimeReduce2 : Effect
|
||||||
|
{
|
||||||
|
public override long Id => (long)EffectID.SkillHardTimeReduce2;
|
||||||
|
public override string Name => Skill.Name;
|
||||||
|
public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
|
||||||
|
public override EffectType EffectType => EffectType.Item;
|
||||||
|
public override bool TargetSelf => true;
|
||||||
|
|
||||||
|
public Item? Item { get; }
|
||||||
|
private readonly double 减少比例 = 0;
|
||||||
|
|
||||||
|
public override void OnEffectGained(Character character)
|
||||||
|
{
|
||||||
|
foreach (Skill s in character.Skills)
|
||||||
|
{
|
||||||
|
s.HardnessTime -= s.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
|
||||||
|
{
|
||||||
|
if (s != null)
|
||||||
|
s.HardnessTime -= s.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnEffectLost(Character character)
|
||||||
|
{
|
||||||
|
foreach (Skill s in character.Skills)
|
||||||
|
{
|
||||||
|
s.HardnessTime += s.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
foreach (Skill? s in character.Items.Select(i => i.Skills.Active))
|
||||||
|
{
|
||||||
|
if (s != null)
|
||||||
|
s.HardnessTime += s.HardnessTime * 减少比例;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public SkillHardTimeReduce2(Skill skill, Dictionary<string, object> args, Character? source = null, Item? item = null) : base(skill, args)
|
||||||
|
{
|
||||||
|
GamingQueue = skill.GamingQueue;
|
||||||
|
Source = source;
|
||||||
|
Item = item;
|
||||||
|
if (Values.Count > 0)
|
||||||
|
{
|
||||||
|
string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||||
|
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr))
|
||||||
|
{
|
||||||
|
减少比例 = shtr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -11,7 +11,7 @@ namespace Oshima.FunGame.OshimaModules.Items
|
|||||||
public override string Name => "攻击之爪 +10";
|
public override string Name => "攻击之爪 +10";
|
||||||
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
||||||
|
|
||||||
public 攻击之爪10(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory)
|
public 攻击之爪10(Character? character = null) : base(ItemType.Accessory)
|
||||||
{
|
{
|
||||||
Skills.Passives.Add(new 攻击之爪技能(character, this, 10));
|
Skills.Passives.Add(new 攻击之爪技能(character, this, 10));
|
||||||
}
|
}
|
||||||
@ -23,7 +23,7 @@ namespace Oshima.FunGame.OshimaModules.Items
|
|||||||
public override string Name => "攻击之爪 +30";
|
public override string Name => "攻击之爪 +30";
|
||||||
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
||||||
|
|
||||||
public 攻击之爪30(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory)
|
public 攻击之爪30(Character? character = null) : base(ItemType.Accessory)
|
||||||
{
|
{
|
||||||
Skills.Passives.Add(new 攻击之爪技能(character, this, 30));
|
Skills.Passives.Add(new 攻击之爪技能(character, this, 30));
|
||||||
}
|
}
|
||||||
@ -35,7 +35,7 @@ namespace Oshima.FunGame.OshimaModules.Items
|
|||||||
public override string Name => "攻击之爪 +50";
|
public override string Name => "攻击之爪 +50";
|
||||||
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
||||||
|
|
||||||
public 攻击之爪50(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory)
|
public 攻击之爪50(Character? character = null) : base(ItemType.Accessory)
|
||||||
{
|
{
|
||||||
Skills.Passives.Add(new 攻击之爪技能(character, this, 50));
|
Skills.Passives.Add(new 攻击之爪技能(character, this, 50));
|
||||||
}
|
}
|
||||||
|
@ -11,7 +11,7 @@ namespace Oshima.FunGame.OshimaModules.Items
|
|||||||
public override string Name => "独奏弓";
|
public override string Name => "独奏弓";
|
||||||
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : "";
|
||||||
|
|
||||||
public 独奏弓(Character? character = null) : base(ItemType.Weapon, slot: EquipSlotType.Weapon)
|
public 独奏弓(Character? character = null) : base(ItemType.Weapon)
|
||||||
{
|
{
|
||||||
WeaponType = WeaponType.Bow;
|
WeaponType = WeaponType.Bow;
|
||||||
Skills.Passives.Add(new 独奏弓技能(character, this));
|
Skills.Passives.Add(new 独奏弓技能(character, this));
|
||||||
|
@ -33,24 +33,26 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
private double 交换前的额外力量 = 0;
|
private double 交换前的额外力量 = 0;
|
||||||
private double 实际增加闪避率 = 0.3;
|
private double 实际增加闪避率 = 0.3;
|
||||||
private double 实际增加魔法抗性 = 0.25;
|
private double 实际增加魔法抗性 = 0.25;
|
||||||
private bool 增加过了 = false;
|
private bool 已经加过 = false;
|
||||||
|
|
||||||
public override void OnEffectGained(Character character)
|
public override void OnEffectGained(Character character)
|
||||||
{
|
{
|
||||||
增加过了 = true;
|
|
||||||
ResetEffect(character, true);
|
ResetEffect(character, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnEffectLost(Character character)
|
public override void OnEffectLost(Character character)
|
||||||
{
|
{
|
||||||
增加过了 = false;
|
if (character.PrimaryAttribute == PrimaryAttribute.INT)
|
||||||
|
{
|
||||||
ResetEffect(character, false);
|
ResetEffect(character, false);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void ResetEffect(Character character, bool isAdd)
|
private void ResetEffect(Character character, bool isAdd)
|
||||||
{
|
{
|
||||||
if (isAdd)
|
if (isAdd)
|
||||||
{
|
{
|
||||||
|
已经加过 = true;
|
||||||
character.ExEvadeRate += 实际增加闪避率;
|
character.ExEvadeRate += 实际增加闪避率;
|
||||||
character.MDF.None += 实际增加魔法抗性;
|
character.MDF.None += 实际增加魔法抗性;
|
||||||
character.MDF.Particle += 实际增加魔法抗性;
|
character.MDF.Particle += 实际增加魔法抗性;
|
||||||
@ -64,6 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
已经加过 = false;
|
||||||
character.ExEvadeRate -= 实际增加闪避率;
|
character.ExEvadeRate -= 实际增加闪避率;
|
||||||
character.MDF.None -= 实际增加魔法抗性;
|
character.MDF.None -= 实际增加魔法抗性;
|
||||||
character.MDF.Particle -= 实际增加魔法抗性;
|
character.MDF.Particle -= 实际增加魔法抗性;
|
||||||
@ -119,9 +122,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
c.ExINT = -c.BaseINT;
|
c.ExINT = -c.BaseINT;
|
||||||
c.ExSTR = 交换前的额外智力 + c.BaseINT + 交换前的额外力量;
|
c.ExSTR = 交换前的额外智力 + c.BaseINT + 交换前的额外力量;
|
||||||
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
||||||
if (!增加过了)
|
if (已经加过)
|
||||||
{
|
{
|
||||||
ResetEffect(character, true);
|
ResetEffect(character, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -139,9 +142,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
c.ExINT = 交换前的额外力量 + c.BaseSTR + 交换前的额外智力;
|
c.ExINT = 交换前的额外力量 + c.BaseSTR + 交换前的额外智力;
|
||||||
c.ExSTR = -c.BaseSTR;
|
c.ExSTR = -c.BaseSTR;
|
||||||
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
||||||
if (增加过了)
|
if (!已经加过)
|
||||||
{
|
{
|
||||||
ResetEffect(character, false);
|
ResetEffect(character, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
public override string Name => Skill.Name;
|
public override string Name => Skill.Name;
|
||||||
public override string Description => $"META马专属被动:力量+5,力量成长+0.5;在受到伤害时,获得的能量提升50%,每回合开始还能获得额外的 [ {EP:0.##} ] 能量值。";
|
public override string Description => $"META马专属被动:力量+5,力量成长+0.5;在受到伤害时,获得的能量提升50%,每回合开始还能获得额外的 [ {EP:0.##} ] 能量值。";
|
||||||
public override bool TargetSelf => true;
|
public override bool TargetSelf => true;
|
||||||
public static double EP => 10;
|
public static double EP => 7;
|
||||||
|
|
||||||
public override void AlterEPAfterGetDamage(Character character, ref double baseEP)
|
public override void AlterEPAfterGetDamage(Character character, ref double baseEP)
|
||||||
{
|
{
|
||||||
|
@ -22,12 +22,12 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
{
|
{
|
||||||
public override long Id => Skill.Id;
|
public override long Id => Skill.Id;
|
||||||
public override string Name => "力量爆发";
|
public override string Name => "力量爆发";
|
||||||
public override string Description => $"获得 150% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} 时间。";
|
public override string Description => $"获得 135% 力量 [ {攻击力加成:0.##} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值:0.##} ],持续 {Duration:0.##} 时间。";
|
||||||
public override bool TargetSelf => true;
|
public override bool TargetSelf => true;
|
||||||
public override bool Durative => true;
|
public override bool Durative => true;
|
||||||
public override double Duration => 10 + 1 * (Level - 1);
|
public override double Duration => 10 + 1 * (Level - 1);
|
||||||
|
|
||||||
private double 攻击力加成 => Skill.Character?.STR * 1.5 ?? 0;
|
private double 攻击力加成 => Skill.Character?.STR * 1.35 ?? 0;
|
||||||
private double 当前生命值 => Skill.Character?.HP * 0.09 ?? 0;
|
private double 当前生命值 => Skill.Character?.HP * 0.09 ?? 0;
|
||||||
private double 实际攻击力加成 = 0;
|
private double 实际攻击力加成 = 0;
|
||||||
|
|
||||||
|
@ -39,8 +39,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
character.NormalAttack.SetMagicType(true, character.MagicType);
|
character.NormalAttack.SetMagicType(true, character.MagicType);
|
||||||
实际物理伤害减免 = 物理伤害减免;
|
实际物理伤害减免 = 物理伤害减免;
|
||||||
实际魔法抗性 = 魔法抗性;
|
实际魔法抗性 = 魔法抗性;
|
||||||
character.PhysicalPenetration += 实际物理伤害减免;
|
character.ExPDR += 实际物理伤害减免;
|
||||||
character.MagicalPenetration += 实际魔法抗性;
|
character.MDF.SetAllValue(实际魔法抗性, false);
|
||||||
WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
|
WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -49,8 +49,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
character.NormalAttack.SetMagicType(false, character.MagicType);
|
character.NormalAttack.SetMagicType(false, character.MagicType);
|
||||||
实际物理伤害减免 = 0;
|
实际物理伤害减免 = 0;
|
||||||
实际魔法抗性 = 0;
|
实际魔法抗性 = 0;
|
||||||
character.PhysicalPenetration -= 实际物理伤害减免;
|
character.ExPDR -= 实际物理伤害减免;
|
||||||
character.MagicalPenetration -= 实际魔法抗性;
|
character.MDF.SetAllValue(-实际魔法抗性, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
|
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
|
||||||
|
@ -3,6 +3,32 @@
|
|||||||
public enum MagicID : long
|
public enum MagicID : long
|
||||||
{
|
{
|
||||||
冰霜攻击 = 1001,
|
冰霜攻击 = 1001,
|
||||||
|
火之矢 = 1002,
|
||||||
|
水之矢 = 1003,
|
||||||
|
石之锤 = 1004,
|
||||||
|
风之轮 = 1005,
|
||||||
|
心灵之霞 = 1006,
|
||||||
|
次元上升 = 1007,
|
||||||
|
暗物质 = 1008,
|
||||||
|
|
||||||
|
回复术 = 1009,
|
||||||
|
治愈术 = 1010,
|
||||||
|
复苏术 = 1011,
|
||||||
|
圣灵术 = 1012,
|
||||||
|
时间加速 = 1013,
|
||||||
|
时间减速 = 1014,
|
||||||
|
反魔法领域 = 1015,
|
||||||
|
沉默十字 = 1016,
|
||||||
|
虚弱领域 = 1017,
|
||||||
|
混沌烙印 = 1018,
|
||||||
|
凝胶稠絮 = 1019,
|
||||||
|
|
||||||
|
大地之墙 = 1020,
|
||||||
|
盖亚之盾 = 1021,
|
||||||
|
风之守护 = 1022,
|
||||||
|
结晶防护 = 1023,
|
||||||
|
强音之力 = 1024,
|
||||||
|
神圣祝福 = 1025
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum SkillID : long
|
public enum SkillID : long
|
||||||
|
@ -516,7 +516,7 @@ namespace Oshima.FunGame.OshimaServers
|
|||||||
这次发放的空投 = [new 攻击之爪50()];
|
这次发放的空投 = [new 攻击之爪50()];
|
||||||
foreach (Item item in 这次发放的空投)
|
foreach (Item item in 这次发放的空投)
|
||||||
{
|
{
|
||||||
queue.Equip(character, EquipItemToSlot.Accessory1, item);
|
queue.Equip(character, EquipSlotType.Accessory1, item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
665
configs/oshima-studios/oshima.fungame.items.json
Normal file
665
configs/oshima-studios/oshima.fungame.items.json
Normal file
@ -0,0 +1,665 @@
|
|||||||
|
{
|
||||||
|
"黑暗之刃": {
|
||||||
|
"Id": 11543,
|
||||||
|
"Name": "黑暗之刃",
|
||||||
|
"Description": "增加 20 点攻击力。",
|
||||||
|
"BackgroundStory": "传说中的黑暗之刃,蕴含邪恶力量。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 1,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7001,
|
||||||
|
"Name": "黑暗之刃",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 20
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"烈焰长剑": {
|
||||||
|
"Id": 11544,
|
||||||
|
"Name": "烈焰长剑",
|
||||||
|
"Description": "增加 20 点攻击力。",
|
||||||
|
"BackgroundStory": "火焰中锻造的长剑,散发着炙热气息。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 2,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7002,
|
||||||
|
"Name": "烈焰长剑",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 20
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"银月弓": {
|
||||||
|
"Id": 11545,
|
||||||
|
"Name": "银月弓",
|
||||||
|
"Description": "增加 20 点攻击力。",
|
||||||
|
"BackgroundStory": "由稀有银月材料制成,精准无比。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 3,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7003,
|
||||||
|
"Name": "银月弓",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 20
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"风暴步枪": {
|
||||||
|
"Id": 11546,
|
||||||
|
"Name": "风暴步枪",
|
||||||
|
"Description": "增加 20 点攻击力。",
|
||||||
|
"BackgroundStory": "捕捉风暴之力的武器,射速惊人。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 5,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7004,
|
||||||
|
"Name": "风暴步枪",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 20
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"幽灵拳套": {
|
||||||
|
"Id": 11547,
|
||||||
|
"Name": "幽灵拳套",
|
||||||
|
"Description": "增加 20 点攻击力。",
|
||||||
|
"BackgroundStory": "无形的力量增强拳套,适合迅捷攻击。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 11,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7005,
|
||||||
|
"Name": "幽灵拳套",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 20
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"雷霆之刃": {
|
||||||
|
"Id": 11548,
|
||||||
|
"Name": "雷霆之刃",
|
||||||
|
"Description": "增加 40 点攻击力。",
|
||||||
|
"BackgroundStory": "蕴含雷霆之力的神秘之剑,斩击时带有雷电。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 1,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7006,
|
||||||
|
"Name": "雷霆之刃",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 40
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"龙骨重剑": {
|
||||||
|
"Id": 11549,
|
||||||
|
"Name": "龙骨重剑",
|
||||||
|
"Description": "增加 40 点攻击力。",
|
||||||
|
"BackgroundStory": "由远古龙骨锻造而成的巨剑,威力无比。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 2,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7007,
|
||||||
|
"Name": "龙骨重剑",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 40
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"暗影弓": {
|
||||||
|
"Id": 11550,
|
||||||
|
"Name": "暗影弓",
|
||||||
|
"Description": "增加 40 点攻击力。",
|
||||||
|
"BackgroundStory": "能够穿透黑暗的弓,适合隐匿射击。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 3,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7008,
|
||||||
|
"Name": "暗影弓",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 40
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"赤焰手枪": {
|
||||||
|
"Id": 11551,
|
||||||
|
"Name": "赤焰手枪",
|
||||||
|
"Description": "增加 40 点攻击力。",
|
||||||
|
"BackgroundStory": "能够发射赤焰的手枪,近距离威力极大。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 4,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7009,
|
||||||
|
"Name": "赤焰手枪",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 40
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"苍穹法杖": {
|
||||||
|
"Id": 11552,
|
||||||
|
"Name": "苍穹法杖",
|
||||||
|
"Description": "增加 40 点攻击力。",
|
||||||
|
"BackgroundStory": "据说能够召唤天空之力的法杖,拥有强大魔力。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 8,
|
||||||
|
"Price": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7010,
|
||||||
|
"Name": "苍穹法杖",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 40
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"炽炎剑": {
|
||||||
|
"Id": 11553,
|
||||||
|
"Name": "炽炎剑",
|
||||||
|
"Description": "增加 60 点攻击力。",
|
||||||
|
"BackgroundStory": "这把剑燃烧着永恒的火焰,传说可以焚尽一切。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 1,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7011,
|
||||||
|
"Name": "炽炎剑",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 60
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"狂风弓": {
|
||||||
|
"Id": 11554,
|
||||||
|
"Name": "狂风弓",
|
||||||
|
"Description": "增加 60 点攻击力。",
|
||||||
|
"BackgroundStory": "每次射击都能引发狂风,传说它由风神亲手打造。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 3,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7012,
|
||||||
|
"Name": "狂风弓",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 60
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"破晓枪": {
|
||||||
|
"Id": 11555,
|
||||||
|
"Name": "破晓枪",
|
||||||
|
"Description": "增加 60 点攻击力。",
|
||||||
|
"BackgroundStory": "在破晓时分,这把长枪能够穿透任何黑暗。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 9,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7013,
|
||||||
|
"Name": "破晓枪",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 60
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"幽冥匕首": {
|
||||||
|
"Id": 11556,
|
||||||
|
"Name": "幽冥匕首",
|
||||||
|
"Description": "增加 60 点攻击力。",
|
||||||
|
"BackgroundStory": "这对匕首闪烁着死亡的光芒,专为刺客所用。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 6,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7014,
|
||||||
|
"Name": "幽冥匕首",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 60
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"天雷杖": {
|
||||||
|
"Id": 11557,
|
||||||
|
"Name": "天雷杖",
|
||||||
|
"Description": "增加 60 点攻击力。",
|
||||||
|
"BackgroundStory": "召唤天雷的法杖,拥有毁天灭地的力量。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 8,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7015,
|
||||||
|
"Name": "天雷杖",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 60
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"飞雷剑": {
|
||||||
|
"Id": 11558,
|
||||||
|
"Name": "飞雷剑",
|
||||||
|
"Description": "增加 80 点攻击力。",
|
||||||
|
"BackgroundStory": "此剑驾驭飞雷之力,能引发猛烈的雷击。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 1,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7016,
|
||||||
|
"Name": "雷霆之刃",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 80
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"烈焰法杖": {
|
||||||
|
"Id": 11559,
|
||||||
|
"Name": "烈焰法杖",
|
||||||
|
"Description": "增加 80 点攻击力。",
|
||||||
|
"BackgroundStory": "法杖中燃烧着不灭的火焰,象征着无尽的力量。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 8,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7017,
|
||||||
|
"Name": "烈焰法杖",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 80
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"龙骨枪": {
|
||||||
|
"Id": 11560,
|
||||||
|
"Name": "龙骨枪",
|
||||||
|
"Description": "增加 80 点攻击力。",
|
||||||
|
"BackgroundStory": "由远古龙骨制成的长柄武器,坚不可摧。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 9,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7018,
|
||||||
|
"Name": "龙骨枪",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 80
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"疾风双刀": {
|
||||||
|
"Id": 11561,
|
||||||
|
"Name": "疾风双刀",
|
||||||
|
"Description": "增加 80 点攻击力。",
|
||||||
|
"BackgroundStory": "双持短刀,速度如疾风般迅捷。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 6,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7019,
|
||||||
|
"Name": "疾风双刀",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 80
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"冰晶手枪": {
|
||||||
|
"Id": 11562,
|
||||||
|
"Name": "冰晶手枪",
|
||||||
|
"Description": "增加 80 点攻击力。",
|
||||||
|
"BackgroundStory": "由冰晶打造的手枪,子弹带有极寒之力。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 4,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7020,
|
||||||
|
"Name": "冰晶手枪",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 80
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"影刃": {
|
||||||
|
"Id": 11563,
|
||||||
|
"Description": "增加 105 点攻击力。",
|
||||||
|
"Name": "影刃",
|
||||||
|
"BackgroundStory": "藏于黑暗中的锋利刀刃,只在敌人未察觉时现身。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 11,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7021,
|
||||||
|
"Name": "影刃",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 105
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"寒霜之弓": {
|
||||||
|
"Id": 11564,
|
||||||
|
"Name": "寒霜之弓",
|
||||||
|
"Description": "增加 105 点攻击力。",
|
||||||
|
"BackgroundStory": "弓弦上凝聚寒霜,箭矢能冻结一切。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 3,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7022,
|
||||||
|
"Name": "寒霜之弓",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 105
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"雷鸣战斧": {
|
||||||
|
"Id": 11565,
|
||||||
|
"Name": "雷鸣战斧",
|
||||||
|
"Description": "增加 105 点攻击力。",
|
||||||
|
"BackgroundStory": "携带雷电之力的巨斧,一击之下,雷声轰鸣。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 2,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7023,
|
||||||
|
"Name": "雷鸣战斧",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 105
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"狂怒拳套": {
|
||||||
|
"Id": 11566,
|
||||||
|
"Name": "狂怒拳套",
|
||||||
|
"Description": "增加 105 点攻击力。",
|
||||||
|
"BackgroundStory": "拳套内的力量能激发佩戴者的狂怒,造成大量伤害。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 10,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7024,
|
||||||
|
"Name": "狂怒拳套",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 105
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"星辰法器": {
|
||||||
|
"Id": 11567,
|
||||||
|
"Name": "星辰法器",
|
||||||
|
"Description": "增加 105 点攻击力。",
|
||||||
|
"BackgroundStory": "法器中蕴含着星辰之力,每一次攻击都如天外陨石降临。",
|
||||||
|
"ItemType": 1,
|
||||||
|
"WeaponType": 7,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7025,
|
||||||
|
"Name": "星辰法器",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8001,
|
||||||
|
"exatk": 105
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"圣洁之盾": {
|
||||||
|
"Id": 20001,
|
||||||
|
"Name": "圣洁之盾",
|
||||||
|
"Description": "受到的物理伤害减少 25%。",
|
||||||
|
"BackgroundStory": "传说中由圣光祝福的盾牌,能够抵挡邪恶的力量。",
|
||||||
|
"ItemType": 2,
|
||||||
|
"WeaponType": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7100,
|
||||||
|
"Name": "圣光护佑",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8019,
|
||||||
|
"expdr": 0.25
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"魔能法袍": {
|
||||||
|
"Id": 20005,
|
||||||
|
"Name": "魔能法袍",
|
||||||
|
"Description": "提高 20% 魔抗,增加 15 点智力。",
|
||||||
|
"BackgroundStory": "法袍蕴含着神秘的魔力,穿戴者能增强魔法威力。",
|
||||||
|
"ItemType": 2,
|
||||||
|
"WeaponType": 0,
|
||||||
|
"Skills": {
|
||||||
|
"Active": null,
|
||||||
|
"Passives": [
|
||||||
|
{
|
||||||
|
"Id": 7104,
|
||||||
|
"Name": "魔力增幅",
|
||||||
|
"SkillType": 3,
|
||||||
|
"Effects": [
|
||||||
|
{
|
||||||
|
"Id": 8005,
|
||||||
|
"exint": 15
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"Id": 8020,
|
||||||
|
"mdftype": 0,
|
||||||
|
"mdfvalue": 0.2
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user