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修复额外生命值百分比错误减少的问题;修复持续性行动速度的特效没有正常消失的问题
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@ -22,7 +22,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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public override void OnEffectLost(Character character)
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public override void OnEffectLost(Character character)
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{
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{
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character.ExHPPercentage -= 实际加成;
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character.ExHPPercentage -= 加成比例;
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}
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}
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public override void OnAttributeChanged(Character character)
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public override void OnAttributeChanged(Character character)
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@ -35,7 +35,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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ExSPD e = new(Skill, new Dictionary<string, object>()
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ExSPD e = new(Skill, new Dictionary<string, object>()
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{
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{
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{ "exspd", SPD }
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{ "exspd", SPD }
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}, caster);
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}, caster)
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{
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Durative = _durative,
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Duration = _duration,
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DurationTurn = _durationTurn
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};
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target.Effects.Add(e);
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target.Effects.Add(e);
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e.OnEffectGained(target);
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e.OnEffectGained(target);
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GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType);
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GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType);
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@ -35,7 +35,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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ExSPD e = new(Skill, new Dictionary<string, object>()
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ExSPD e = new(Skill, new Dictionary<string, object>()
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{
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{
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{ "exspd", SPD }
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{ "exspd", SPD }
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}, caster);
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}, caster)
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{
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Durative = _durative,
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Duration = _duration,
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DurationTurn = _durationTurn
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};
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target.Effects.Add(e);
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target.Effects.Add(e);
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e.OnEffectGained(target);
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e.OnEffectGained(target);
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GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType);
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GamingQueue?.LastRound.Effects.TryAdd(target, e.EffectType);
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