更新技能描述

This commit is contained in:
milimoe 2024-11-06 01:11:22 +08:00
parent 01176ccb72
commit 91196ff656
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
9 changed files with 44 additions and 36 deletions

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@ -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);

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 90 + 60 * (Skill.Level - 1);
private double => 0.35 + 0.4 * (Skill.Level - 1);
private static double => 0.4;
private double => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
private double => Skill.Level != 0 ? 0.35 + * (Skill.Level - 1) : 0.35;
private double Damage => + * Skill.Character?.INT ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 90 + 60 * (Skill.Level - 1);
private double => (0.5 + 0.6 * (Skill.Level - 1));
private double Damage => + * Skill.Character?.INT ?? 0;
private static double => 0.6;
private double => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
private double => Skill.Level != 0 ? 0.5 + * (Skill.Level - 1) : 0.5;
private double Damage => + * Skill.Character?.INT ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{

View File

@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 90 + 60 * (Skill.Level - 1);
private double => (0.5 + 0.6 * (Skill.Level - 1));
private double Damage => + * Skill.Character?.INT ?? 0;
private static double => 0.6;
private double => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
private double => Skill.Level != 0 ? 0.5 + * (Skill.Level - 1) : 0.5;
private double Damage => + * Skill.Character?.INT ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 90 + 60 * (Skill.Level - 1);
private double => (0.5 + 0.6 * (Skill.Level - 1));
private double Damage => + * Skill.Character?.INT ?? 0;
private static double => 0.6;
private double => Skill.Level != 0 ? 90 + 60 * (Skill.Level - 1) : 90;
private double => Skill.Level != 0 ? 0.5 + * (Skill.Level - 1) : 0.5;
private double Damage => + * Skill.Character?.INT ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 85 + 65 * (Skill.Level - 1);
private double => 0.35 + 0.45 * (Skill.Level - 1);
private static double => 0.45;
private double => Skill.Level != 0 ? 85 + 65 * (Skill.Level - 1) : 85;
private double => Skill.Level != 0 ? 0.35 + * (Skill.Level - 1) : 0.35;
private double Damage => + * Skill.Character?.PrimaryAttributeValue ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 80 + 65 * (Skill.Level - 1);
private double => 0.45 + 0.35 * (Skill.Level - 1);
private static double => 0.35;
private double => Skill.Level != 0 ? 80 + 65 * (Skill.Level - 1) : 80;
private double => Skill.Level != 0 ? 0.45 + * (Skill.Level - 1) : 0.45;
private double Damage => + * Skill.Character?.PrimaryAttributeValue ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)

View File

@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 100 + 50 * (Skill.Level - 1);
private double => 0.7 + 0.4 * (Skill.Level - 1);
private static double => 0.4;
private double => Skill.Level != 0 ? 100 + 50 * (Skill.Level - 1) : 100;
private double => Skill.Level != 0 ? 0.7 + * (Skill.Level - 1) : 0.7;
private double Damage => + * Skill.Character?.STR ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)

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@ -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 ? $"(+{ * 100:0.##}%/Lv)" : "")} [ {Damage:0.##} ] 点{CharacterSet.GetMagicDamageName(MagicType)}。";
public override bool TargetSelf => false;
public override int TargetCount => 1;
private double => 120 + 80 * (Skill.Level - 1);
private double => 0.4 + 0.4 * (Skill.Level - 1);
private static double => 0.4;
private double => Skill.Level != 0 ? 120 + 80 * (Skill.Level - 1) : 120;
private double => Skill.Level != 0 ? 0.4 + * (Skill.Level - 1) : 0.4;
private double Damage => + * Skill.Character?.AGI ?? 0;
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)