From 6dfe08f81473668057b3ed1f69a94b7a6c0f1ec9 Mon Sep 17 00:00:00 2001 From: milimoe Date: Wed, 23 Apr 2025 01:21:20 +0800 Subject: [PATCH] =?UTF-8?q?=E8=B0=83=E6=95=B4=E9=A9=B1=E6=95=A3=E6=8F=8F?= =?UTF-8?q?=E8=BF=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaModules/Skills/MagicalGirl/绝对领域.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/OshimaModules/Skills/MagicalGirl/绝对领域.cs b/OshimaModules/Skills/MagicalGirl/绝对领域.cs index d4634ca..2e4ed5c 100644 --- a/OshimaModules/Skills/MagicalGirl/绝对领域.cs +++ b/OshimaModules/Skills/MagicalGirl/绝对领域.cs @@ -8,6 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override long Id => (long)SuperSkillID.绝对领域; public override string Name => "绝对领域"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : ""; public override double EPCost => Math.Max(100, Character?.EP ?? 100); public override double CD => 60; public override double HardnessTime { get; set; } = 5; @@ -24,9 +25,11 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量。"; + public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量,每额外消耗 10 能量,持续时间提升 1 {GameplayEquilibriumConstant.InGameTime}。"; public override bool Durative => true; - public override double Duration => 13 + 释放时的能量值 * 0.03; + public override double Duration => 释放时的能量值 >= 100 ? 13 + (释放时的能量值 - 100) * 0.1 : 14; + public override DispelType DispelType => DispelType.DurativeStrong; + public override DispelledType DispelledType => DispelledType.CannotBeDispelled; private double 系数 => 0.2 + 0.015 * (Level - 1); private double 敏捷提升 => 系数 * Skill.Character?.BaseAGI ?? 0;