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https://github.com/oshima-studios/OshimaGameModule.git
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优化
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d33c6fcb7f
commit
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@ -43,11 +43,11 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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case MagicType.Element:
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case MagicType.Element:
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character.MDF.Element += 实际加成;
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character.MDF.Element += 实际加成;
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break;
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break;
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case MagicType.Fleabane:
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case MagicType.Aster:
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character.MDF.Fleabane += 实际加成;
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character.MDF.Aster += 实际加成;
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break;
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break;
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case MagicType.Particle:
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case MagicType.SpatioTemporal:
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character.MDF.Particle += 实际加成;
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character.MDF.SpatioTemporal += 实际加成;
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break;
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break;
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case MagicType.None:
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case MagicType.None:
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default:
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default:
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@ -78,11 +78,11 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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case MagicType.Element:
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case MagicType.Element:
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character.MDF.Element -= 实际加成;
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character.MDF.Element -= 实际加成;
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break;
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break;
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case MagicType.Fleabane:
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case MagicType.Aster:
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character.MDF.Fleabane -= 实际加成;
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character.MDF.Aster -= 实际加成;
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break;
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break;
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case MagicType.Particle:
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case MagicType.SpatioTemporal:
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character.MDF.Particle -= 实际加成;
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character.MDF.SpatioTemporal -= 实际加成;
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break;
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break;
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case MagicType.None:
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case MagicType.None:
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default:
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default:
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@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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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 => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法伤害命中时基于 15% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值,并减少所有技能 2 {GameplayEquilibriumConstant.InGameTime} 冷却时间。";
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public override string Description => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法伤害命中时基于 15% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值,并减少所有技能 2 {GameplayEquilibriumConstant.InGameTime}冷却时间。";
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public bool 是否支持普攻 { get; set; } = false;
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public bool 是否支持普攻 { get; set; } = false;
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public int 触发硬直次数 { get; set; } = 2;
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public int 触发硬直次数 { get; set; } = 2;
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@ -90,8 +90,18 @@ namespace Oshima.FunGame.OshimaServers
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Controller.WriteLine($"{model.GetClientName()} 从匿名服务器断开", LogLevel.Info);
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Controller.WriteLine($"{model.GetClientName()} 从匿名服务器断开", LogLevel.Info);
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}
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}
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public override void AfterLoad(params object[] args)
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public override void AfterLoad(GameModuleLoader loader, params object[] args)
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{
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{
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foreach (ItemModule itemModule in loader.Items.Values)
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{
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if (itemModule is OshimaModules.ItemModule items)
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{
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foreach (string key in items.KnownItems.Keys)
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{
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Controller.WriteLine(key + ": " + items.KnownItems[key].BackgroundStory, LogLevel.Debug);
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}
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}
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}
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Controller.NewSQLHelper();
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Controller.NewSQLHelper();
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Controller.NewMailSender();
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Controller.NewMailSender();
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FunGameService.InitFunGame();
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FunGameService.InitFunGame();
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@ -356,7 +356,7 @@ namespace Oshima.FunGame.OshimaServers
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_ = SendGamingMessage(obj.All.Values, GamingType.UpdateInfo, data);
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_ = SendGamingMessage(obj.All.Values, GamingType.UpdateInfo, data);
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}
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}
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public override void AfterLoad(params object[] args)
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public override void AfterLoad(GameModuleLoader loader, params object[] args)
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{
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{
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foreach (Character c in GameModuleDepend.Characters.Values)
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foreach (Character c in GameModuleDepend.Characters.Values)
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{
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{
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