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https://github.com/oshima-studios/OshimaGameModule.git
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削弱技能
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04f28099c6
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@ -9,7 +9,14 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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{
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{
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public override long Id => Skill.Id;
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Name => Skill.Name;
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public override string Description => $"{ActualProbability * 100:0.##}% 概率对{Skill.TargetDescription()}造成{GetEffectTypeName(_effectType)} {持续时间}。{(_description != "" ? _description : "")}";
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public override string Description
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{
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get
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{
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SetDescription();
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return $"{ActualProbability * 100:0.##}% 概率对{Skill.TargetDescription()}造成{GetEffectTypeName(_effectType)} {持续时间}。{(_description != "" ? _description : "")}";
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}
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}
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public override EffectType EffectType => _effectType;
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public override EffectType EffectType => _effectType;
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public override DispelledType DispelledType => _dispelledType;
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public override DispelledType DispelledType => _dispelledType;
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@ -17,7 +24,6 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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private string 持续时间 => _durative && _duration > 0 ? $"{实际持续时间:0.##}" + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private string 持续时间 => _durative && _duration > 0 ? $"{实际持续时间:0.##}" + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际持续时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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private double 实际持续时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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private readonly EffectType _effectType;
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private readonly EffectType _effectType;
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private readonly DispelledType _dispelledType = DispelledType.Weak;
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private readonly bool _durative;
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private readonly bool _durative;
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private readonly double _duration;
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private readonly double _duration;
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private readonly int _durationTurn;
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private readonly int _durationTurn;
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@ -25,7 +31,8 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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private readonly double _probability;
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private readonly double _probability;
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private readonly double _probabilityLevelGrowth;
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private readonly double _probabilityLevelGrowth;
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private readonly object[] _args;
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private readonly object[] _args;
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private readonly string _description = "";
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private DispelledType _dispelledType = DispelledType.Weak;
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private string _description = "";
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public 施加概率负面(Skill skill, EffectType effectType, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0, double probability = 0, double probabilityLevelGrowth = 0, params object[] args) : base(skill)
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public 施加概率负面(Skill skill, EffectType effectType, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0, double probability = 0, double probabilityLevelGrowth = 0, params object[] args) : base(skill)
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{
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{
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@ -38,83 +45,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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_probability = probability;
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_probability = probability;
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_probabilityLevelGrowth = probabilityLevelGrowth;
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_probabilityLevelGrowth = probabilityLevelGrowth;
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_args = args;
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_args = args;
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switch (_effectType)
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SetDescription();
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{
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case EffectType.Silence:
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_dispelledType = DispelledType.Weak;
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_description = "封技:不能使用技能(魔法、战技和爆发技),并解除当前施法。";
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break;
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case EffectType.Confusion:
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_dispelledType = DispelledType.Strong;
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_description = "混乱:进入行动受限状态,失控并随机行动,且在进行攻击指令时,可能会选取友方角色为目标。";
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break;
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case EffectType.Taunt:
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_dispelledType = DispelledType.Strong;
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_description = "愤怒:进入行动受限状态,失控并随机行动,行动回合内仅能对嘲讽者发起普通攻击。";
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break;
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case EffectType.Delay:
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_dispelledType = DispelledType.Weak;
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_description = "迟滞:延长普通攻击和技能的硬直时间、当前行动等待时间。";
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break;
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case EffectType.Stun:
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_dispelledType = DispelledType.Strong;
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_description = "眩晕:进入完全行动不能状态。";
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break;
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case EffectType.Freeze:
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_dispelledType = DispelledType.Strong;
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_description = "冻结:进入完全行动不能状态。";
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break;
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case EffectType.Petrify:
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_dispelledType = DispelledType.Strong;
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_description = "石化:进入完全行动不能状态。";
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break;
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case EffectType.Vulnerable:
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DamageType damageType = DamageType.Magical;
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if (_args.Length > 0 && _args[0] is DamageType dt)
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{
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damageType = dt;
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}
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double exDamagePercent = 0;
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if (_args.Length > 1 && _args[1] is double percent)
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{
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exDamagePercent = percent;
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}
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if (exDamagePercent > 0)
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{
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_dispelledType = DispelledType.Weak;
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_description = $"易伤:额外受到 {exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(damageType)}。";
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}
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break;
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case EffectType.Bleed:
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_dispelledType = DispelledType.Strong;
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bool isPercentage = false;
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double durationDamage = 0;
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double durationDamagePercent = 0;
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if (_args.Length > 0 && _args[0] is bool isPerc)
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{
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isPercentage = isPerc;
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}
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if (_args.Length > 1 && _args[1] is double durDamage)
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{
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durationDamage = durDamage;
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}
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if (_args.Length > 2 && _args[2] is double durDamagePercent)
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{
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durationDamagePercent = durDamagePercent;
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}
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if (isPercentage && durationDamagePercent > 0 || !isPercentage && durationDamage > 0)
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{
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string damageString = isPercentage ? $"流失 {durationDamagePercent * 100:0.##}% 当前生命值" : $"流失 {durationDamage:0.##} 点生命值";
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_description = $"气绝:进入行动受限状态并每{GameplayEquilibriumConstant.InGameTime}{damageString},此效果不会导致角色死亡。";
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}
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break;
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case EffectType.Cripple:
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_dispelledType = DispelledType.Strong;
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_description = "战斗不能:无法普通攻击和使用技能(魔法、战技和爆发技)。";
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break;
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default:
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break;
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}
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}
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}
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
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@ -176,6 +107,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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bool isPercentage = false;
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bool isPercentage = false;
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double durationDamage = 0;
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double durationDamage = 0;
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double durationDamagePercent = 0;
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double durationDamagePercent = 0;
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double durationDamageLevelGrowth = 0;
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if (_args.Length > 0 && _args[0] is bool isPerc)
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if (_args.Length > 0 && _args[0] is bool isPerc)
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{
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{
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isPercentage = isPerc;
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isPercentage = isPerc;
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@ -188,8 +120,14 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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{
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{
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durationDamagePercent = durDamagePercent;
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durationDamagePercent = durDamagePercent;
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}
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}
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if (_args.Length > 3 && _args[3] is double durDamageLevelGrowth)
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{
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durationDamageLevelGrowth = durDamageLevelGrowth;
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}
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if (isPercentage && durationDamagePercent > 0 || !isPercentage && durationDamage > 0)
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if (isPercentage && durationDamagePercent > 0 || !isPercentage && durationDamage > 0)
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{
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{
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if (Level > 0) durationDamage += durationDamageLevelGrowth * (Level - 1);
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if (Level > 0) durationDamagePercent += durationDamageLevelGrowth * (Level - 1);
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string damageString = isPercentage ? $"流失 {durationDamagePercent * 100:0.##}% 当前生命值" : $"流失 {durationDamage:0.##} 点生命值";
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string damageString = isPercentage ? $"流失 {durationDamagePercent * 100:0.##}% 当前生命值" : $"流失 {durationDamage:0.##} 点生命值";
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WriteLine($"[ {caster} ] 对 [ {target} ] 造成了气绝! [ {target} ] 进入行动受限状态且每{GameplayEquilibriumConstant.InGameTime}{damageString}!持续时间:{持续时间}!");
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WriteLine($"[ {caster} ] 对 [ {target} ] 造成了气绝! [ {target} ] 进入行动受限状态且每{GameplayEquilibriumConstant.InGameTime}{damageString}!持续时间:{持续时间}!");
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e = new 气绝(Skill, target, caster, _durative, duration, durationTurn, isPercentage, durationDamage, durationDamagePercent);
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e = new 气绝(Skill, target, caster, _durative, duration, durationTurn, isPercentage, durationDamage, durationDamagePercent);
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@ -211,6 +149,94 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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}
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}
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}
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}
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private void SetDescription()
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{
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switch (_effectType)
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{
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case EffectType.Silence:
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_dispelledType = DispelledType.Weak;
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_description = "封技:不能使用技能(魔法、战技和爆发技),并解除当前施法。";
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break;
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case EffectType.Confusion:
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_dispelledType = DispelledType.Strong;
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_description = "混乱:进入行动受限状态,失控并随机行动,且在进行攻击指令时,可能会选取友方角色为目标。";
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break;
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case EffectType.Taunt:
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_dispelledType = DispelledType.Strong;
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_description = "愤怒:进入行动受限状态,失控并随机行动,行动回合内仅能对嘲讽者发起普通攻击。";
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break;
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case EffectType.Delay:
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_dispelledType = DispelledType.Weak;
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_description = "迟滞:延长普通攻击和技能的硬直时间、当前行动等待时间。";
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break;
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case EffectType.Stun:
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_dispelledType = DispelledType.Strong;
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_description = "眩晕:进入完全行动不能状态。";
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break;
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case EffectType.Freeze:
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_dispelledType = DispelledType.Strong;
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_description = "冻结:进入完全行动不能状态。";
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break;
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case EffectType.Petrify:
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_dispelledType = DispelledType.Strong;
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_description = "石化:进入完全行动不能状态。";
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break;
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case EffectType.Vulnerable:
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DamageType damageType = DamageType.Magical;
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if (_args.Length > 0 && _args[0] is DamageType dt)
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{
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damageType = dt;
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}
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double exDamagePercent = 0;
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if (_args.Length > 1 && _args[1] is double percent)
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{
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exDamagePercent = percent;
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}
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if (exDamagePercent > 0)
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{
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_dispelledType = DispelledType.Weak;
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_description = $"易伤:额外受到 {exDamagePercent * 100:0.##}% {CharacterSet.GetDamageTypeName(damageType)}。";
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}
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break;
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case EffectType.Bleed:
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_dispelledType = DispelledType.Strong;
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bool isPercentage = false;
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double durationDamage = 0;
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double durationDamagePercent = 0;
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double durationDamageLevelGrowth = 0;
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if (_args.Length > 0 && _args[0] is bool isPerc)
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{
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isPercentage = isPerc;
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}
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if (_args.Length > 1 && _args[1] is double durDamage)
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{
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durationDamage = durDamage;
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}
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if (_args.Length > 2 && _args[2] is double durDamagePercent)
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{
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durationDamagePercent = durDamagePercent;
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}
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if (_args.Length > 3 && _args[3] is double durDamageLevelGrowth)
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{
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durationDamageLevelGrowth = durDamageLevelGrowth;
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}
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if (isPercentage && durationDamagePercent > 0 || !isPercentage && durationDamage > 0)
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{
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if (Level > 0) durationDamage += durationDamageLevelGrowth * (Level - 1);
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if (Level > 0) durationDamagePercent += durationDamageLevelGrowth * (Level - 1);
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string damageString = isPercentage ? $"流失 {durationDamagePercent * 100:0.##}% 当前生命值" : $"流失 {durationDamage:0.##} 点生命值";
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_description = $"气绝:进入行动受限状态并每{GameplayEquilibriumConstant.InGameTime}{damageString},此效果不会导致角色死亡。";
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}
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break;
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case EffectType.Cripple:
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_dispelledType = DispelledType.Strong;
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_description = "战斗不能:无法普通攻击和使用技能(魔法、战技和爆发技)。";
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break;
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default:
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break;
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}
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}
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private static string GetEffectTypeName(EffectType type)
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private static string GetEffectTypeName(EffectType type)
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{
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{
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return type switch
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return type switch
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@ -32,8 +32,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 地狱之门(Character? character = null) : base(SkillType.Magic, character)
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public 地狱之门(Character? character = null) : base(SkillType.Magic, character)
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{
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{
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Effects.Add(new 纯数值伤害(this, 55, 25, DamageType.Magical));
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Effects.Add(new 纯数值伤害(this, 75, 15, DamageType.Magical));
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Effects.Add(new 施加概率负面(this, EffectType.Bleed, true, 3, 0, 0.5, 0.24, 0.08, false, 85.0));
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Effects.Add(new 施加概率负面(this, EffectType.Bleed, true, 3, 0, 0.5, 0.45, 0.05, false, 85.0));
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}
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}
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}
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}
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}
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}
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@ -19,7 +19,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 导力停止(Character? character = null) : base(SkillType.Magic, character)
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public 导力停止(Character? character = null) : base(SkillType.Magic, character)
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{
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{
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Effects.Add(new 纯数值伤害(this, 45, 20, DamageType.Magical));
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Effects.Add(new 纯数值伤害(this, 45, 20, DamageType.Magical));
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Effects.Add(new 施加概率负面(this, EffectType.Silence, true, 8, 0, 1.2, 0.24, 0.08));
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Effects.Add(new 施加概率负面(this, EffectType.Silence, true, 8, 0, 1.2, 0.45, 0.05));
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}
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}
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}
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}
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}
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}
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@ -40,10 +40,12 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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{
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return Level switch
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return Level switch
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{
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{
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3 => 2,
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4 => 2,
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5 => 2,
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5 => 2,
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6 => 2,
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6 => 3,
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7 => 2,
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7 => 3,
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8 => 2,
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8 => 3,
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_ => 1
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_ => 1
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};
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};
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}
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}
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@ -22,9 +22,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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{
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4 => 2,
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4 => 2,
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5 => 2,
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5 => 2,
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6 => 3,
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6 => 2,
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7 => 3,
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7 => 3,
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8 => 4,
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8 => 3,
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_ => 1
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_ => 1
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};
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};
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}
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}
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@ -32,8 +32,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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|
|
||||||
public 死亡咆哮(Character? character = null) : base(SkillType.Magic, character)
|
public 死亡咆哮(Character? character = null) : base(SkillType.Magic, character)
|
||||||
{
|
{
|
||||||
Effects.Add(new 纯数值伤害(this, 55, 25, DamageType.Magical));
|
Effects.Add(new 纯数值伤害(this, 70, 30, DamageType.Magical));
|
||||||
Effects.Add(new 施加概率负面(this, EffectType.Cripple, true, 3, 0, 1, 0.24, 0.08));
|
Effects.Add(new 施加概率负面(this, EffectType.Cripple, true, 3, 0, 1, 0.45, 0.05));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -33,7 +33,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
public 等离子之波(Character? character = null) : base(SkillType.Magic, character)
|
public 等离子之波(Character? character = null) : base(SkillType.Magic, character)
|
||||||
{
|
{
|
||||||
Effects.Add(new 纯数值伤害(this, 60, 20, DamageType.Magical));
|
Effects.Add(new 纯数值伤害(this, 60, 20, DamageType.Magical));
|
||||||
Effects.Add(new 施加概率负面(this, EffectType.Silence, false, 0, 2, 0, 0.24, 0.08));
|
Effects.Add(new 施加概率负面(this, EffectType.Silence, false, 0, 2, 0, 0.45, 0.05));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -22,9 +22,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
{
|
{
|
||||||
4 => 2,
|
4 => 2,
|
||||||
5 => 2,
|
5 => 2,
|
||||||
6 => 3,
|
6 => 2,
|
||||||
7 => 3,
|
7 => 3,
|
||||||
8 => 4,
|
8 => 3,
|
||||||
_ => 1
|
_ => 1
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@ -32,9 +32,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
|
|
||||||
public 钻石星尘(Character? character = null) : base(SkillType.Magic, character)
|
public 钻石星尘(Character? character = null) : base(SkillType.Magic, character)
|
||||||
{
|
{
|
||||||
Effects.Add(new 纯数值伤害(this, 65, 25, DamageType.Magical));
|
Effects.Add(new 纯数值伤害(this, 60, 30, DamageType.Magical));
|
||||||
Effects.Add(new 施加概率负面(this, EffectType.Freeze, false, 0, 2, 0, 0.24, 0.08));
|
Effects.Add(new 施加概率负面(this, EffectType.Freeze, false, 0, 2, 0, 0.45, 0.05));
|
||||||
Effects.Add(new 施加概率负面(this, EffectType.Vulnerable, false, 0, 3, 0, 0.24, 0.08, DamageType.Magical, 0.3));
|
Effects.Add(new 施加概率负面(this, EffectType.Vulnerable, false, 0, 3, 0, 0.45, 0.05, DamageType.Magical, 0.3));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -32,7 +32,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
|
|
||||||
public 银色荆棘(Character? character = null) : base(SkillType.Magic, character)
|
public 银色荆棘(Character? character = null) : base(SkillType.Magic, character)
|
||||||
{
|
{
|
||||||
Effects.Add(new 银色荆棘特效(this, false, 0, 2, 0, 0.24, 0.08));
|
Effects.Add(new 银色荆棘特效(this, false, 0, 2, 0, 0.45, 0.05));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -22,9 +22,9 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
{
|
{
|
||||||
4 => 2,
|
4 => 2,
|
||||||
5 => 2,
|
5 => 2,
|
||||||
6 => 3,
|
6 => 2,
|
||||||
7 => 3,
|
7 => 3,
|
||||||
8 => 4,
|
8 => 3,
|
||||||
_ => 1
|
_ => 1
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@ -32,8 +32,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
|||||||
|
|
||||||
public 鬼魅之痛(Character? character = null) : base(SkillType.Magic, character)
|
public 鬼魅之痛(Character? character = null) : base(SkillType.Magic, character)
|
||||||
{
|
{
|
||||||
Effects.Add(new 纯数值伤害(this, 60, 40, DamageType.Magical));
|
Effects.Add(new 纯数值伤害(this, 65, 35, DamageType.Magical));
|
||||||
Effects.Add(new 施加概率负面(this, EffectType.Stun, true, 6, 0, 0.7, 0.24, 0.08));
|
Effects.Add(new 施加概率负面(this, EffectType.Stun, true, 6, 0, 0.7, 0.45, 0.05));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user