diff --git a/OshimaCore/Controllers/FunGameController.cs b/OshimaCore/Controllers/FunGameController.cs
index abb58d4..f6aa45c 100644
--- a/OshimaCore/Controllers/FunGameController.cs
+++ b/OshimaCore/Controllers/FunGameController.cs
@@ -3974,7 +3974,7 @@ namespace Oshima.Core.Controllers
builer.AppendLine($"是否公开:{(club.IsPublic ? "公开" : "私密")}");
if (club.IsPublic) builer.AppendLine($"加入规则:{(club.IsNeedApproval ? "需要批准" : "直接加入")}");
builer.AppendLine($"成员数量:{club.Members.Count}");
- if (club.Master?.Id == userid && club.Admins.ContainsKey(userid))
+ if (club.Master?.Id == userid || club.Admins.ContainsKey(userid))
{
builer.AppendLine($"管理员数量:{club.Admins.Count}");
builer.AppendLine($"申请人数量:{club.Applicants.Count}");
diff --git a/OshimaCore/OshimaCore.csproj b/OshimaCore/OshimaCore.csproj
index 6e1ff8c..65de335 100644
--- a/OshimaCore/OshimaCore.csproj
+++ b/OshimaCore/OshimaCore.csproj
@@ -11,10 +11,12 @@
1701;1702;IDE0130;CA1822;IDE1006
+ embedded
1701;1702;IDE0130;CA1822;IDE1006
+ embedded
diff --git a/OshimaCore/Utils/FunGameService.cs b/OshimaCore/Utils/FunGameService.cs
index 9997cf3..bf0cce2 100644
--- a/OshimaCore/Utils/FunGameService.cs
+++ b/OshimaCore/Utils/FunGameService.cs
@@ -501,9 +501,9 @@ namespace Oshima.Core.Utils
double recoveryHP = realCharacter.HR * seconds;
double recoveryMP = realCharacter.MR * seconds;
double recoveryEP = realCharacter.ER * seconds;
- realCharacter.HP = inventoryCharacter.HP + recoveryHP;
- realCharacter.MP = inventoryCharacter.MP + recoveryMP;
- realCharacter.EP = inventoryCharacter.EP + recoveryEP;
+ realCharacter.HP += recoveryHP;
+ realCharacter.MP += recoveryMP;
+ realCharacter.EP += recoveryEP;
// 减少所有技能的冷却时间
foreach (Skill skill in realCharacter.Skills)
{
@@ -1986,7 +1986,7 @@ namespace Oshima.Core.Utils
public static bool SettleQuest(User user, EntityModuleConfig quests)
{
bool result = false;
- IEnumerable workingQuests = quests.Values.Where(q => q.Status == QuestState.InProgress);
+ IEnumerable workingQuests = quests.Values.Where(q => q.QuestType == QuestType.Continuous && q.Status == QuestState.InProgress);
foreach (Quest quest in workingQuests)
{
if (quest.StartTime.HasValue && quest.StartTime.Value.AddMinutes(quest.EstimatedMinutes) <= DateTime.Now)