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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
更新属性和命名空间
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@ -10,6 +10,14 @@
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<RootNamespace>Oshima.FunGame.$(MSBuildProjectName.Replace(" ", "_"))</RootNamespace>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\OshimaModules\OshimaModules.csproj" />
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</ItemGroup>
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@ -12,6 +12,14 @@
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<UseWPF>True</UseWPF>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\OshimaMaps\OshimaMaps.csproj" />
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<ProjectReference Include="..\OshimaModules\OshimaModules.csproj" />
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@ -1,7 +1,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects
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namespace Oshima.FunGame.OshimaModules.ItemEffects
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{
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public class 冷却缩减加成 : Effect
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{
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@ -2,7 +2,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects
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namespace Oshima.FunGame.OshimaModules.ItemEffects
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{
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public class 技能硬直时间减少 : Effect
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{
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@ -1,7 +1,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects
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namespace Oshima.FunGame.OshimaModules.ItemEffects
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{
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public class 攻击力加成 : Effect
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{
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@ -2,7 +2,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects
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namespace Oshima.FunGame.OshimaModules.ItemEffects
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{
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public class 普攻硬直时间减少 : Effect
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{
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@ -1,7 +1,7 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Oshima.FunGame.OshimaModules.Effects
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namespace Oshima.FunGame.OshimaModules.ItemEffects
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{
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public class 物理护甲加成 : Effect
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{
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@ -1,6 +1,6 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects;
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using Oshima.FunGame.OshimaModules.ItemEffects;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules.Items
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@ -1,10 +1,10 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects;
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using Oshima.FunGame.OshimaModules.ItemEffects;
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namespace Oshima.FunGame.OshimaModules.Items
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{
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[Obsolete]
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[Obsolete("测试物品请勿使用")]
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public class 独奏弓 : Item
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{
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public override long Id => 11999;
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@ -14,12 +14,12 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<DebugType>embedded</DebugType>
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<NoWarn>1701;1702;CS8981;IDE1006</NoWarn>
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<NoWarn>1701;1702;CS8981;IDE1006;IDE0130</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<DebugType>embedded</DebugType>
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<NoWarn>1701;1702;CS8981;IDE1006</NoWarn>
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<NoWarn>1701;1702;CS8981;IDE1006;IDE0130</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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@ -23,12 +23,13 @@ namespace Oshima.FunGame.OshimaModules.Skills
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{
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public override long Id => Skill.Id;
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public override string Name => "力量爆发";
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public override string Description => $"获得 150% 力量 [ {攻击力加成} ] 的攻击力加成,持续 {Duration} 时间。";
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public override string Description => $"获得 150% 力量 [ {攻击力加成} ] 的攻击力加成,但每次攻击都会损失 9% 当前生命值 [ {当前生命值} ],持续 {Duration} 时间。";
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public override bool TargetSelf => true;
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public override bool Durative => true;
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public override double Duration => 10 + 1 * (Level - 1);
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private double 攻击力加成 => Calculation.Round2Digits(Skill.Character?.STR * 1.5 ?? 0);
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private double 当前生命值 => Calculation.Round2Digits(Skill.Character?.HP * 0.09 ?? 0);
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private double 实际攻击力加成 = 0;
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public override void OnEffectGained(Character character)
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@ -44,6 +45,16 @@ namespace Oshima.FunGame.OshimaModules.Skills
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character.ExATK2 -= 实际攻击力加成;
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}
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public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
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{
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if (character == Skill.Character && isNormalAttack)
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{
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double 生命值减少 = 当前生命值;
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character.HP -= 生命值减少;
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WriteLine($"[ {character} ] 由于自身力量过于强大而被反噬,损失了 [ {生命值减少} ] 点生命值!");
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}
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}
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public override void OnSkillCasted(Character caster, List<Character> enemys, List<Character> teammates, Dictionary<string, object> others)
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{
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RemainDuration = Duration;
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@ -9,6 +9,14 @@
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<RootNamespace>Oshima.FunGame.$(MSBuildProjectName.Replace(" ", "_"))</RootNamespace>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn>1701;1702;IDE0130</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\OshimaModules\OshimaModules.csproj" />
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</ItemGroup>
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