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)