mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 11:59:35 +08:00
更新技能描述
This commit is contained in:
parent
01176ccb72
commit
91196ff656
@ -66,9 +66,9 @@ namespace Oshima.Core.Controllers
|
||||
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
|
||||
|
||||
names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}(#{names.IndexOf(character.GetName()) + 1})");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}(#{names.IndexOf(character.GetName()) + 1})");
|
||||
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
|
||||
|
||||
return NetworkUtility.JsonSerialize(builder.ToString());
|
||||
}
|
||||
@ -115,7 +115,7 @@ namespace Oshima.Core.Controllers
|
||||
List<string> names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
|
||||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName()) + 1})");
|
||||
names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}(#{names.IndexOf(character.GetName()) + 1})");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}(#{names.IndexOf(character.GetName()) + 1})");
|
||||
|
||||
return NetworkUtility.JsonSerialize(builder.ToString());
|
||||
}
|
||||
@ -139,7 +139,7 @@ namespace Oshima.Core.Controllers
|
||||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
|
||||
strings.Add(builder.ToString());
|
||||
}
|
||||
return NetworkUtility.JsonSerialize(strings);
|
||||
@ -157,8 +157,8 @@ namespace Oshima.Core.Controllers
|
||||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
|
||||
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}");
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
|
||||
strings.Add(builder.ToString());
|
||||
}
|
||||
return NetworkUtility.JsonSerialize(strings);
|
||||
@ -181,7 +181,7 @@ namespace Oshima.Core.Controllers
|
||||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
|
||||
strings.Add(builder.ToString());
|
||||
}
|
||||
return NetworkUtility.JsonSerialize(strings);
|
||||
@ -199,8 +199,8 @@ namespace Oshima.Core.Controllers
|
||||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
|
||||
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.##}");
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
|
||||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
|
||||
strings.Add(builder.ToString());
|
||||
}
|
||||
return NetworkUtility.JsonSerialize(strings);
|
||||
|
@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 智力 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 90 + 60 * (Skill.Level - 1);
|
||||
private double 系数 => 0.35 + 0.4 * (Skill.Level - 1);
|
||||
private static double 等级系数 => 0.4;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
|
||||
private double 系数 => Skill.Level != 0 ? 0.35 + 等级系数 * (Skill.Level - 1) : 0.35;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.INT ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
|
@ -23,13 +23,14 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {智力系数 * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 智力 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 90 + 60 * (Skill.Level - 1);
|
||||
private double 智力系数 => (0.5 + 0.6 * (Skill.Level - 1));
|
||||
private double Damage => 基础伤害 + 智力系数 * Skill.Character?.INT ?? 0;
|
||||
private static double 等级系数 => 0.6;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
|
||||
private double 系数 => Skill.Level != 0 ? 0.5 + 等级系数 * (Skill.Level - 1) : 0.5;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.INT ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
{
|
||||
|
@ -23,13 +23,14 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {智力系数 * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 智力 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 90 + 60 * (Skill.Level - 1);
|
||||
private double 智力系数 => (0.5 + 0.6 * (Skill.Level - 1));
|
||||
private double Damage => 基础伤害 + 智力系数 * Skill.Character?.INT ?? 0;
|
||||
private static double 等级系数 => 0.6;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
|
||||
private double 系数 => Skill.Level != 0 ? 0.5 + 等级系数 * (Skill.Level - 1) : 0.5;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.INT ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
{
|
||||
|
@ -23,13 +23,14 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {智力系数 * 100:0.##}% 智力 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 智力 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 90 + 60 * (Skill.Level - 1);
|
||||
private double 智力系数 => (0.5 + 0.6 * (Skill.Level - 1));
|
||||
private double Damage => 基础伤害 + 智力系数 * Skill.Character?.INT ?? 0;
|
||||
private static double 等级系数 => 0.6;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
|
||||
private double 系数 => Skill.Level != 0 ? 0.5 + 等级系数 * (Skill.Level - 1) : 0.5;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.INT ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
{
|
||||
|
@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 85 + 65 * (Skill.Level - 1);
|
||||
private double 系数 => 0.35 + 0.45 * (Skill.Level - 1);
|
||||
private static double 等级系数 => 0.45;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 85 + 65 * (Skill.Level - 1) : 85;
|
||||
private double 系数 => Skill.Level != 0 ? 0.35 + 等级系数 * (Skill.Level - 1) : 0.35;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.PrimaryAttributeValue ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
|
@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 80 + 65 * (Skill.Level - 1);
|
||||
private double 系数 => 0.45 + 0.35 * (Skill.Level - 1);
|
||||
private static double 等级系数 => 0.35;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 80 + 65 * (Skill.Level - 1) : 80;
|
||||
private double 系数 => Skill.Level != 0 ? 0.45 + 等级系数 * (Skill.Level - 1) : 0.45;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.PrimaryAttributeValue ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
|
@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 力量 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 力量 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 100 + 50 * (Skill.Level - 1);
|
||||
private double 系数 => 0.7 + 0.4 * (Skill.Level - 1);
|
||||
private static double 等级系数 => 0.4;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 100 + 50 * (Skill.Level - 1) : 100;
|
||||
private double 系数 => Skill.Level != 0 ? 0.7 + 等级系数 * (Skill.Level - 1) : 0.7;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.STR ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
|
@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
|
||||
{
|
||||
public override long Id => Skill.Id;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 敏捷 [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override string Description => $"对目标敌人造成 {基础伤害:0.##} + {系数 * 100:0.##}% 敏捷 {(Skill.Level == 0 ? $"(+{等级系数 * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
|
||||
public override bool TargetSelf => false;
|
||||
public override int TargetCount => 1;
|
||||
|
||||
private double 基础伤害 => 120 + 80 * (Skill.Level - 1);
|
||||
private double 系数 => 0.4 + 0.4 * (Skill.Level - 1);
|
||||
private static double 等级系数 => 0.4;
|
||||
private double 基础伤害 => Skill.Level != 0 ? 120 + 80 * (Skill.Level - 1) : 120;
|
||||
private double 系数 => Skill.Level != 0 ? 0.4 + 等级系数 * (Skill.Level - 1) : 0.4;
|
||||
private double Damage => 基础伤害 + 系数 * Skill.Character?.AGI ?? 0;
|
||||
|
||||
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
|
||||
|
Loading…
x
Reference in New Issue
Block a user