diff --git a/OshimaModules/Skills/CHAOS/雇佣兵团.cs b/OshimaModules/Skills/CHAOS/雇佣兵团.cs index fdca3de..b144961 100644 --- a/OshimaModules/Skills/CHAOS/雇佣兵团.cs +++ b/OshimaModules/Skills/CHAOS/雇佣兵团.cs @@ -41,7 +41,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void OnEffectLost(Character character) { - + } } } diff --git a/OshimaModules/Skills/Ryuko/宿命之潮.cs b/OshimaModules/Skills/Ryuko/宿命之潮.cs index 8ac804b..7cfec22 100644 --- a/OshimaModules/Skills/Ryuko/宿命之潮.cs +++ b/OshimaModules/Skills/Ryuko/宿命之潮.cs @@ -1,5 +1,4 @@ using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Model; @@ -47,7 +46,7 @@ namespace Oshima.FunGame.OshimaModules.Skills private double 熵核持续时间 => 15 + 2 * (Skill.Level - 1); private string 守护描述 => $"【守护】极致地加速生命回复,每{GameplayEquilibriumConstant.InGameTime}额外回复 {守护额外回复 * 100:0.##}% 当前生命值 [ {Skill.Character?.HP * 守护额外回复:0.##} ],为全体友方角色提供每{GameplayEquilibriumConstant.InGameTime}额外 {守护友方回复 * 100:0.##}% 当前生命值的生命回复,并嘲讽全体敌方角色,被嘲讽的角色仅能将{Skill.SkillOwner()}作为攻击目标。" + $"施加嘲讽状态时,只有目标的敏捷高于{Skill.SkillOwner()}的角色才能进行豁免检定。持续 {守护持续时间:0.##} {GameplayEquilibriumConstant.InGameTime}。"; - private double 守护额外回复 => 0.08 + 0.006 * (Skill.Level - 1); + private double 守护额外回复 => 0.06 + 0.005 * (Skill.Level - 1); private double 守护友方回复 => 0.01 + 0.01 * (Skill.Level - 1); private double 守护持续时间 => 15 + 1 * (Skill.Level - 1); private bool 选择熵核 { get; set; } = false;