From bf66e404cd39bf04614ddce1807226f4bcc4991c Mon Sep 17 00:00:00 2001 From: milimoe Date: Fri, 25 Oct 2024 19:26:03 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=96=B0=E5=B7=A5=E5=8E=82=E6=A8=A1?= =?UTF-8?q?=E5=BC=8F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaModules/ItemEffects/冷却缩减加成.cs | 4 +- OshimaModules/ItemEffects/技能硬直时间减少.cs | 4 +- OshimaModules/ItemEffects/攻击力加成.cs | 4 +- OshimaModules/ItemEffects/普攻硬直时间减少.cs | 4 +- OshimaModules/ItemEffects/物理护甲加成.cs | 4 +- OshimaModules/Items/Accessory/攻击之爪.cs | 2 +- OshimaModules/Items/Weapon/独奏弓.cs | 4 +- OshimaModules/Modules/CharacterModule.cs | 4 +- OshimaModules/Modules/EntityFactory.cs | 154 ------------------ OshimaModules/Modules/ItemModule.cs | 101 ++---------- OshimaModules/Modules/SkillModule.cs | 115 ++++++++++--- .../OpenEffects/AccelerationCoefficient.cs | 2 +- OshimaModules/OpenEffects/ExAGI.cs | 2 +- OshimaModules/OpenEffects/ExATK.cs | 2 +- .../OpenEffects/ExActionCoefficient.cs | 2 +- OshimaModules/OpenEffects/ExCDR.cs | 2 +- OshimaModules/OpenEffects/ExCritDMG.cs | 2 +- OshimaModules/OpenEffects/ExCritRate.cs | 2 +- OshimaModules/OpenEffects/ExDEF.cs | 2 +- OshimaModules/OpenEffects/ExEvadeRate.cs | 2 +- OshimaModules/OpenEffects/ExHR.cs | 2 +- OshimaModules/OpenEffects/ExINT.cs | 2 +- OshimaModules/OpenEffects/ExMDF.cs | 2 +- OshimaModules/OpenEffects/ExMR.cs | 2 +- OshimaModules/OpenEffects/ExMaxHP.cs | 2 +- OshimaModules/OpenEffects/ExMaxMP.cs | 2 +- OshimaModules/OpenEffects/ExPDR.cs | 2 +- OshimaModules/OpenEffects/ExSPD.cs | 2 +- OshimaModules/OpenEffects/ExSTR.cs | 2 +- .../OpenEffects/MagicalPenetration.cs | 2 +- .../OpenEffects/NormalAttackHardTimeReduce.cs | 2 +- .../OpenEffects/PhysicalPenetration.cs | 2 +- .../OpenEffects/SkillHardTimeReduce.cs | 2 +- OshimaServers/FastAutoServer.cs | 2 +- 34 files changed, 139 insertions(+), 307 deletions(-) delete mode 100644 OshimaModules/Modules/EntityFactory.cs diff --git a/OshimaModules/ItemEffects/冷却缩减加成.cs b/OshimaModules/ItemEffects/冷却缩减加成.cs index cd29127..54ffeb3 100644 --- a/OshimaModules/ItemEffects/冷却缩减加成.cs +++ b/OshimaModules/ItemEffects/冷却缩减加成.cs @@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects character.ExCDR -= 实际冷却缩减加成; } - public 冷却缩减加成(Skill skill, Character? source, Item? item, double exCdr) : base(skill) + public 冷却缩减加成(Skill skill, double exCdr, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; + 实际冷却缩减加成 = exCdr; Source = source; Item = item; - 实际冷却缩减加成 = exCdr; } } } diff --git a/OshimaModules/ItemEffects/技能硬直时间减少.cs b/OshimaModules/ItemEffects/技能硬直时间减少.cs index 9346dde..dd8c757 100644 --- a/OshimaModules/ItemEffects/技能硬直时间减少.cs +++ b/OshimaModules/ItemEffects/技能硬直时间减少.cs @@ -40,12 +40,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects } } - public 技能硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill) + public 技能硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; + 实际硬直时间减少 = reduce; Source = source; Item = item; - 实际硬直时间减少 = reduce; } } } diff --git a/OshimaModules/ItemEffects/攻击力加成.cs b/OshimaModules/ItemEffects/攻击力加成.cs index 66dba8b..fc80860 100644 --- a/OshimaModules/ItemEffects/攻击力加成.cs +++ b/OshimaModules/ItemEffects/攻击力加成.cs @@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects character.ExATK2 -= 实际攻击力加成; } - public 攻击力加成(Skill skill, Character? source, Item? item, double exATK) : base(skill) + public 攻击力加成(Skill skill, double exATK, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; + 实际攻击力加成 = exATK; Source = source; Item = item; - 实际攻击力加成 = exATK; } } } diff --git a/OshimaModules/ItemEffects/普攻硬直时间减少.cs b/OshimaModules/ItemEffects/普攻硬直时间减少.cs index d6304b5..0efcc94 100644 --- a/OshimaModules/ItemEffects/普攻硬直时间减少.cs +++ b/OshimaModules/ItemEffects/普攻硬直时间减少.cs @@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects character.NormalAttack.HardnessTime += 实际硬直时间减少; } - public 普攻硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill) + public 普攻硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; + 实际硬直时间减少 = reduce; Source = source; Item = item; - 实际硬直时间减少 = reduce; } } } diff --git a/OshimaModules/ItemEffects/物理护甲加成.cs b/OshimaModules/ItemEffects/物理护甲加成.cs index 25c5e0a..7536092 100644 --- a/OshimaModules/ItemEffects/物理护甲加成.cs +++ b/OshimaModules/ItemEffects/物理护甲加成.cs @@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects character.ExDEF2 -= 实际物理护甲加成; } - public 物理护甲加成(Skill skill, Character? source, Item? item, double exDef) : base(skill) + public 物理护甲加成(Skill skill, double exDef, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; + 实际物理护甲加成 = exDef; Source = source; Item = item; - 实际物理护甲加成 = exDef; } } } diff --git a/OshimaModules/Items/Accessory/攻击之爪.cs b/OshimaModules/Items/Accessory/攻击之爪.cs index e9abe22..6cab46c 100644 --- a/OshimaModules/Items/Accessory/攻击之爪.cs +++ b/OshimaModules/Items/Accessory/攻击之爪.cs @@ -51,7 +51,7 @@ namespace Oshima.FunGame.OshimaModules.Items { Level = 1; Item = item; - Effects.Add(new 攻击力加成(this, character, item, exATK)); + Effects.Add(new 攻击力加成(this, exATK, character, item)); } public override IEnumerable AddInactiveEffectToCharacter() diff --git a/OshimaModules/Items/Weapon/独奏弓.cs b/OshimaModules/Items/Weapon/独奏弓.cs index 3581561..4bbdb9b 100644 --- a/OshimaModules/Items/Weapon/独奏弓.cs +++ b/OshimaModules/Items/Weapon/独奏弓.cs @@ -31,8 +31,8 @@ namespace Oshima.FunGame.OshimaModules.Items { Level = 1; Item = item; - Effects.Add(new 攻击力加成(this, character, item, 攻击力加成)); - Effects.Add(new 普攻硬直时间减少(this, character, item, 硬直时间减少)); + Effects.Add(new 攻击力加成(this, 攻击力加成, character, item)); + Effects.Add(new 普攻硬直时间减少(this, 硬直时间减少, character, item)); } public override IEnumerable AddInactiveEffectToCharacter() diff --git a/OshimaModules/Modules/CharacterModule.cs b/OshimaModules/Modules/CharacterModule.cs index cca2a54..78d29fd 100644 --- a/OshimaModules/Modules/CharacterModule.cs +++ b/OshimaModules/Modules/CharacterModule.cs @@ -10,13 +10,13 @@ namespace Oshima.FunGame.OshimaModules public override string Version => OshimaGameModuleConstant.Version; public override string Author => OshimaGameModuleConstant.Author; - public override List Characters + public override Dictionary Characters { get { EntityModuleConfig config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Character); config.LoadConfig(); - return [.. config.Values]; + return config; } } } diff --git a/OshimaModules/Modules/EntityFactory.cs b/OshimaModules/Modules/EntityFactory.cs deleted file mode 100644 index 3985c6e..0000000 --- a/OshimaModules/Modules/EntityFactory.cs +++ /dev/null @@ -1,154 +0,0 @@ -using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.Items; -using Oshima.FunGame.OshimaModules.OpenEffects; -using Oshima.FunGame.OshimaModules.Skills; - -namespace Oshima.FunGame.OshimaModules -{ - public class EntityFactory - { - public static Skill? GetSkill(long id, SkillType type) - { - if (type == SkillType.Magic) - { - switch ((MagicID)id) - { - case MagicID.冰霜攻击: - return new 冰霜攻击(); - } - } - - if (type == SkillType.Skill) - { - switch ((SkillID)id) - { - case SkillID.疾风步: - return new 疾风步(); - } - } - - if (type == SkillType.SuperSkill) - { - switch ((SuperSkillID)id) - { - case SuperSkillID.力量爆发: - return new 力量爆发(); - case SuperSkillID.天赐之力: - return new 天赐之力(); - case SuperSkillID.魔法涌流: - return new 魔法涌流(); - case SuperSkillID.三重叠加: - return new 三重叠加(); - case SuperSkillID.变幻之心: - return new 变幻之心(); - case SuperSkillID.精准打击: - return new 精准打击(); - case SuperSkillID.绝对领域: - return new 绝对领域(); - case SuperSkillID.能量毁灭: - return new 能量毁灭(); - case SuperSkillID.迅捷之势: - return new 迅捷之势(); - case SuperSkillID.嗜血本能: - return new 嗜血本能(); - case SuperSkillID.平衡强化: - return new 平衡强化(); - case SuperSkillID.血之狂欢: - return new 血之狂欢(); - } - } - - if (type == SkillType.Passive) - { - switch ((PassiveID)id) - { - case PassiveID.META马: - return new META马(); - case PassiveID.心灵之火: - return new 心灵之火(); - case PassiveID.魔法震荡: - return new 魔法震荡(); - case PassiveID.灵能反射: - return new 灵能反射(); - case PassiveID.智慧与力量: - return new 智慧与力量(); - case PassiveID.致命打击: - return new 致命打击(); - case PassiveID.毁灭之势: - return new 毁灭之势(); - case PassiveID.枯竭打击: - return new 枯竭打击(); - case PassiveID.玻璃大炮: - return new 玻璃大炮(); - case PassiveID.累积之压: - return new 累积之压(); - case PassiveID.敏捷之刃: - return new 敏捷之刃(); - case PassiveID.弱者猎手: - return new 弱者猎手(); - } - switch ((ItemPassiveID)id) - { - case ItemPassiveID.攻击之爪: - return new 攻击之爪技能(); - } - } - - return null; - } - - public static Item? GetItem(long id, ItemType type) - { - if (type == ItemType.MagicCardPack) - { - - } - - if (type == ItemType.Accessory) - { - switch ((AccessoryID)id) - { - case AccessoryID.攻击之爪10: - return new 攻击之爪10(); - case AccessoryID.攻击之爪30: - return new 攻击之爪30(); - case AccessoryID.攻击之爪50: - return new 攻击之爪50(); - } - } - - return null; - } - - public static Effect? GetEffect(long id, Skill skill, Character? source = null, Item? item = null) - { - return (EffectID)id switch - { - EffectID.ExATK => new ExATK(skill, source, item), - EffectID.ExDEF => new ExDEF(skill, source, item), - EffectID.ExSTR => new ExSTR(skill, source, item), - EffectID.ExAGI => new ExAGI(skill, source, item), - EffectID.ExINT => new ExINT(skill, source, item), - EffectID.SkillHardTimeReduce => new SkillHardTimeReduce(skill, source, item), - EffectID.NormalAttackHardTimeReduce => new NormalAttackHardTimeReduce(skill, source, item), - EffectID.AccelerationCoefficient => new AccelerationCoefficient(skill, source, item), - EffectID.ExSPD => new ExSPD(skill, source, item), - EffectID.ExActionCoefficient => new ExActionCoefficient(skill, source, item), - EffectID.ExCDR => new ExCDR(skill, source, item), - EffectID.ExMaxHP => new ExMaxHP(skill, source, item), - EffectID.ExMaxMP => new ExMaxMP(skill, source, item), - EffectID.ExCritRate => new ExCritRate(skill, source, item), - EffectID.ExCritDMG => new ExCritDMG(skill, source, item), - EffectID.ExEvadeRate => new ExEvadeRate(skill, source, item), - EffectID.PhysicalPenetration => new PhysicalPenetration(skill, source, item), - EffectID.MagicalPenetration => new MagicalPenetration(skill, source, item), - EffectID.ExPDR => new ExPDR(skill, source, item), - EffectID.ExMDF => new ExMDF(skill, source, item), - EffectID.ExHR => new ExHR(skill, source, item), - EffectID.ExMR => new ExMR(skill, source, item), - _ => null - }; - } - } -} diff --git a/OshimaModules/Modules/ItemModule.cs b/OshimaModules/Modules/ItemModule.cs index db5e233..c38951d 100644 --- a/OshimaModules/Modules/ItemModule.cs +++ b/OshimaModules/Modules/ItemModule.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Core.Library.Constant; +using Oshima.FunGame.OshimaModules.Items; namespace Oshima.FunGame.OshimaModules { @@ -11,103 +11,26 @@ namespace Oshima.FunGame.OshimaModules public override string Version => OshimaGameModuleConstant.Version; public override string Author => OshimaGameModuleConstant.Author; - public override List Items + public override Dictionary Items { get { - EntityModuleConfig config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item); - config.LoadConfig(); - foreach (string key in config.Keys) - { - Item prev = config[key]; - Item? next = GetItem(prev.Id, prev.Name, prev.ItemType); - if (next != null) - { - prev.SetPropertyToItemModuleNew(next); - config[key] = next; - } - Item item = config[key]; - HashSet skills = item.Skills.Passives; - if (item.Skills.Active != null) skills.Add(item.Skills.Active); - List skilllist = [.. skills]; - foreach (Skill skill in skilllist) - { - Skill? newSkill = EntityFactory.GetSkill(skill.Id, skill.SkillType); - if (newSkill != null) - { - if (newSkill.IsActive) - { - item.Skills.Active = newSkill; - } - else - { - item.Skills.Passives.Remove(skill); - item.Skills.Passives.Add(newSkill); - } - } - Skill s = newSkill ?? skill; - List effects = [.. s.Effects]; - foreach (Effect effect in effects) - { - skill.Effects.Remove(effect); - Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill); - if (newEffect != null) - { - skill.Effects.Add(newEffect); - } - } - } - } - return [.. config.Values]; + return Factory.GetGameModuleInstances(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item); } } - protected override void AfterLoad() + protected override Factory.EntityFactoryDelegate ItemFactory() { - Factory.OpenFactory.RegisterFactory(args => + return (id, name, args) => { - if (args.TryGetValue("id", out object? value) && value is long id && args.TryGetValue("itemtype", out value) && value is int type) + return id switch { - Item? item = EntityFactory.GetItem(id, (ItemType)type); - if (item != null) - { - HashSet skills = item.Skills.Passives; - if (item.Skills.Active != null) skills.Add(item.Skills.Active); - List skilllist = [.. skills]; - foreach (Skill skill in skilllist) - { - item.Skills.Passives.Remove(skill); - Skill newSkill = EntityFactory.GetSkill(skill.Id, skill.SkillType) ?? new OpenSkill(skill.Id, skill.Name); - if (newSkill != null) - { - if (newSkill.IsActive) - { - item.Skills.Active = newSkill; - } - else - { - item.Skills.Passives.Add(newSkill); - } - } - Skill s = newSkill ?? skill; - List effects = [.. s.Effects]; - foreach (Effect effect in effects) - { - skill.Effects.Remove(effect); - Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill); - if (newEffect != null) - { - skill.Effects.Add(newEffect); - } - } - } - return item; - } - } - return null; - }); + (long)AccessoryID.攻击之爪10 => new 攻击之爪10(), + (long)AccessoryID.攻击之爪30 => new 攻击之爪30(), + (long)AccessoryID.攻击之爪50 => new 攻击之爪50(), + _ => null, + }; + }; } - - public override Item? GetItem(long id, string name, ItemType type) => EntityFactory.GetItem(id, type); } } diff --git a/OshimaModules/Modules/SkillModule.cs b/OshimaModules/Modules/SkillModule.cs index c5c5f45..6c78679 100644 --- a/OshimaModules/Modules/SkillModule.cs +++ b/OshimaModules/Modules/SkillModule.cs @@ -1,6 +1,8 @@ using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; -using Milimoe.FunGame.Core.Library.Constant; +using Oshima.FunGame.OshimaModules.Items; +using Oshima.FunGame.OshimaModules.OpenEffects; +using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules { @@ -11,36 +13,97 @@ namespace Oshima.FunGame.OshimaModules public override string Version => OshimaGameModuleConstant.Version; public override string Author => OshimaGameModuleConstant.Author; - public override List Skills + public override Dictionary Skills { get { - EntityModuleConfig config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Skill); - config.LoadConfig(); - foreach (string key in config.Keys) - { - Skill prev = config[key]; - Skill? next = EntityFactory.GetSkill(prev.Id, prev.SkillType); - if (next != null) - { - config[key] = next; - } - Skill skill = config[key]; - List effects = [.. skill.Effects]; - foreach (Effect effect in effects) - { - Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill); - if (newEffect != null) - { - skill.Effects.Remove(effect); - skill.Effects.Add(newEffect); - } - } - } - return [.. config.Values]; + return Factory.GetGameModuleInstances(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Skill); } } - public override Skill? GetSkill(long id, string name, SkillType type) => EntityFactory.GetSkill(id, type); + protected override Factory.EntityFactoryDelegate SkillFactory() + { + return (id, name, args) => + { + Skill skill = id switch + { + (long)MagicID.冰霜攻击 => new 冰霜攻击(), + (long)SkillID.疾风步 => new 疾风步(), + (long)SuperSkillID.力量爆发 => new 力量爆发(), + (long)SuperSkillID.天赐之力 => new 天赐之力(), + (long)SuperSkillID.魔法涌流 => new 魔法涌流(), + (long)SuperSkillID.三重叠加 => new 三重叠加(), + (long)SuperSkillID.变幻之心 => new 变幻之心(), + (long)SuperSkillID.精准打击 => new 精准打击(), + (long)SuperSkillID.绝对领域 => new 绝对领域(), + (long)SuperSkillID.能量毁灭 => new 能量毁灭(), + (long)SuperSkillID.迅捷之势 => new 迅捷之势(), + (long)SuperSkillID.嗜血本能 => new 嗜血本能(), + (long)SuperSkillID.平衡强化 => new 平衡强化(), + (long)SuperSkillID.血之狂欢 => new 血之狂欢(), + (long)PassiveID.META马 => new META马(), + (long)PassiveID.心灵之火 => new 心灵之火(), + (long)PassiveID.魔法震荡 => new 魔法震荡(), + (long)PassiveID.灵能反射 => new 灵能反射(), + (long)PassiveID.智慧与力量 => new 智慧与力量(), + (long)PassiveID.致命打击 => new 致命打击(), + (long)PassiveID.毁灭之势 => new 毁灭之势(), + (long)PassiveID.枯竭打击 => new 枯竭打击(), + (long)PassiveID.玻璃大炮 => new 玻璃大炮(), + (long)PassiveID.累积之压 => new 累积之压(), + (long)PassiveID.敏捷之刃 => new 敏捷之刃(), + (long)PassiveID.弱者猎手 => new 弱者猎手(), + (long)ItemPassiveID.攻击之爪 => new 攻击之爪技能(), + _ => new OpenSkill(id, name) + }; + + if (skill is OpenSkill && args.TryGetValue("others", out object? value) && value is Dictionary dict) + { + foreach (string key in dict.Keys) + { + skill.OtherArgs[key] = dict[key]; + } + } + + return skill; + }; + } + + protected override Factory.EntityFactoryDelegate EffectFactory() + { + return (id, name, args) => + { + if (args.TryGetValue("skill", out object? value) && value is Skill skill) + { + Effect? effect = (EffectID)id switch + { + EffectID.ExATK => new ExATK(skill), + EffectID.ExDEF => new ExDEF(skill), + EffectID.ExSTR => new ExSTR(skill), + EffectID.ExAGI => new ExAGI(skill), + EffectID.ExINT => new ExINT(skill), + EffectID.SkillHardTimeReduce => new SkillHardTimeReduce(skill), + EffectID.NormalAttackHardTimeReduce => new NormalAttackHardTimeReduce(skill), + EffectID.AccelerationCoefficient => new AccelerationCoefficient(skill), + EffectID.ExSPD => new ExSPD(skill), + EffectID.ExActionCoefficient => new ExActionCoefficient(skill), + EffectID.ExCDR => new ExCDR(skill), + EffectID.ExMaxHP => new ExMaxHP(skill), + EffectID.ExMaxMP => new ExMaxMP(skill), + EffectID.ExCritRate => new ExCritRate(skill), + EffectID.ExCritDMG => new ExCritDMG(skill), + EffectID.ExEvadeRate => new ExEvadeRate(skill), + EffectID.PhysicalPenetration => new PhysicalPenetration(skill), + EffectID.MagicalPenetration => new MagicalPenetration(skill), + EffectID.ExPDR => new ExPDR(skill), + EffectID.ExMDF => new ExMDF(skill), + EffectID.ExHR => new ExHR(skill), + EffectID.ExMR => new ExMR(skill), + _ => null + }; + } + return null; + }; + } } } diff --git a/OshimaModules/OpenEffects/AccelerationCoefficient.cs b/OshimaModules/OpenEffects/AccelerationCoefficient.cs index 978bbd6..4f1b9d6 100644 --- a/OshimaModules/OpenEffects/AccelerationCoefficient.cs +++ b/OshimaModules/OpenEffects/AccelerationCoefficient.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.AccelerationCoefficient -= 实际加成; } - public AccelerationCoefficient(Skill skill, Character? source, Item? item) : base(skill) + public AccelerationCoefficient(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExAGI.cs b/OshimaModules/OpenEffects/ExAGI.cs index 2edf437..985edea 100644 --- a/OshimaModules/OpenEffects/ExAGI.cs +++ b/OshimaModules/OpenEffects/ExAGI.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExAGI -= 实际加成; } - public ExAGI(Skill skill, Character? source, Item? item) : base(skill) + public ExAGI(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExATK.cs b/OshimaModules/OpenEffects/ExATK.cs index 5c99e89..0659be8 100644 --- a/OshimaModules/OpenEffects/ExATK.cs +++ b/OshimaModules/OpenEffects/ExATK.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExATK2 -= 实际加成; } - public ExATK(Skill skill, Character? source, Item? item) : base(skill) + public ExATK(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExActionCoefficient.cs b/OshimaModules/OpenEffects/ExActionCoefficient.cs index dd25d07..1e2486c 100644 --- a/OshimaModules/OpenEffects/ExActionCoefficient.cs +++ b/OshimaModules/OpenEffects/ExActionCoefficient.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExActionCoefficient -= 实际加成; } - public ExActionCoefficient(Skill skill, Character? source, Item? item) : base(skill) + public ExActionCoefficient(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExCDR.cs b/OshimaModules/OpenEffects/ExCDR.cs index 36a8db9..d540aa4 100644 --- a/OshimaModules/OpenEffects/ExCDR.cs +++ b/OshimaModules/OpenEffects/ExCDR.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCDR -= 实际加成; } - public ExCDR(Skill skill, Character? source, Item? item) : base(skill) + public ExCDR(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExCritDMG.cs b/OshimaModules/OpenEffects/ExCritDMG.cs index b6d025b..64876d7 100644 --- a/OshimaModules/OpenEffects/ExCritDMG.cs +++ b/OshimaModules/OpenEffects/ExCritDMG.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCritDMG -= 实际加成; } - public ExCritDMG(Skill skill, Character? source, Item? item) : base(skill) + public ExCritDMG(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExCritRate.cs b/OshimaModules/OpenEffects/ExCritRate.cs index 699cd94..3d885ed 100644 --- a/OshimaModules/OpenEffects/ExCritRate.cs +++ b/OshimaModules/OpenEffects/ExCritRate.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCritRate -= 实际加成; } - public ExCritRate(Skill skill, Character? source, Item? item) : base(skill) + public ExCritRate(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExDEF.cs b/OshimaModules/OpenEffects/ExDEF.cs index 716d9d2..b1bf126 100644 --- a/OshimaModules/OpenEffects/ExDEF.cs +++ b/OshimaModules/OpenEffects/ExDEF.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExDEF2 -= 实际加成; } - public ExDEF(Skill skill, Character? source, Item? item) : base(skill) + public ExDEF(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExEvadeRate.cs b/OshimaModules/OpenEffects/ExEvadeRate.cs index 920d4f4..c76abf2 100644 --- a/OshimaModules/OpenEffects/ExEvadeRate.cs +++ b/OshimaModules/OpenEffects/ExEvadeRate.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExEvadeRate -= 实际加成; } - public ExEvadeRate(Skill skill, Character? source, Item? item) : base(skill) + public ExEvadeRate(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExHR.cs b/OshimaModules/OpenEffects/ExHR.cs index dada79c..890dd1a 100644 --- a/OshimaModules/OpenEffects/ExHR.cs +++ b/OshimaModules/OpenEffects/ExHR.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExHR -= 实际加成; } - public ExHR(Skill skill, Character? source, Item? item) : base(skill) + public ExHR(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExINT.cs b/OshimaModules/OpenEffects/ExINT.cs index b984075..c4f654d 100644 --- a/OshimaModules/OpenEffects/ExINT.cs +++ b/OshimaModules/OpenEffects/ExINT.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExINT -= 实际加成; } - public ExINT(Skill skill, Character? source, Item? item) : base(skill) + public ExINT(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExMDF.cs b/OshimaModules/OpenEffects/ExMDF.cs index 06441de..b854ae7 100644 --- a/OshimaModules/OpenEffects/ExMDF.cs +++ b/OshimaModules/OpenEffects/ExMDF.cs @@ -85,7 +85,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects } } - public ExMDF(Skill skill, Character? source, Item? item) : base(skill) + public ExMDF(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExMR.cs b/OshimaModules/OpenEffects/ExMR.cs index ad009e4..42ae68c 100644 --- a/OshimaModules/OpenEffects/ExMR.cs +++ b/OshimaModules/OpenEffects/ExMR.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExMR -= 实际加成; } - public ExMR(Skill skill, Character? source, Item? item) : base(skill) + public ExMR(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExMaxHP.cs b/OshimaModules/OpenEffects/ExMaxHP.cs index fd709f5..17541a1 100644 --- a/OshimaModules/OpenEffects/ExMaxHP.cs +++ b/OshimaModules/OpenEffects/ExMaxHP.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExHP2 -= 实际加成; } - public ExMaxHP(Skill skill, Character? source, Item? item) : base(skill) + public ExMaxHP(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExMaxMP.cs b/OshimaModules/OpenEffects/ExMaxMP.cs index 1f80322..bd1d544 100644 --- a/OshimaModules/OpenEffects/ExMaxMP.cs +++ b/OshimaModules/OpenEffects/ExMaxMP.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExMP2 -= 实际加成; } - public ExMaxMP(Skill skill, Character? source, Item? item) : base(skill) + public ExMaxMP(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExPDR.cs b/OshimaModules/OpenEffects/ExPDR.cs index 10e2d6b..c658690 100644 --- a/OshimaModules/OpenEffects/ExPDR.cs +++ b/OshimaModules/OpenEffects/ExPDR.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExPDR -= 实际加成; } - public ExPDR(Skill skill, Character? source, Item? item) : base(skill) + public ExPDR(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExSPD.cs b/OshimaModules/OpenEffects/ExSPD.cs index 593059c..7195d25 100644 --- a/OshimaModules/OpenEffects/ExSPD.cs +++ b/OshimaModules/OpenEffects/ExSPD.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExSPD -= 实际加成; } - public ExSPD(Skill skill, Character? source, Item? item) : base(skill) + public ExSPD(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/ExSTR.cs b/OshimaModules/OpenEffects/ExSTR.cs index 31fff98..1365e19 100644 --- a/OshimaModules/OpenEffects/ExSTR.cs +++ b/OshimaModules/OpenEffects/ExSTR.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExDEF2 -= 实际加成; } - public ExSTR(Skill skill, Character? source, Item? item) : base(skill) + public ExSTR(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/MagicalPenetration.cs b/OshimaModules/OpenEffects/MagicalPenetration.cs index 97c3d85..aedd5ce 100644 --- a/OshimaModules/OpenEffects/MagicalPenetration.cs +++ b/OshimaModules/OpenEffects/MagicalPenetration.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.MagicalPenetration -= 实际加成; } - public MagicalPenetration(Skill skill, Character? source, Item? item) : base(skill) + public MagicalPenetration(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs b/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs index 95deee0..03852f5 100644 --- a/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs +++ b/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.NormalAttack.HardnessTime += 实际硬直时间减少; } - public NormalAttackHardTimeReduce(Skill skill, Character? source, Item? item) : base(skill) + public NormalAttackHardTimeReduce(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/PhysicalPenetration.cs b/OshimaModules/OpenEffects/PhysicalPenetration.cs index d82fe53..d208780 100644 --- a/OshimaModules/OpenEffects/PhysicalPenetration.cs +++ b/OshimaModules/OpenEffects/PhysicalPenetration.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.PhysicalPenetration -= 实际加成; } - public PhysicalPenetration(Skill skill, Character? source, Item? item) : base(skill) + public PhysicalPenetration(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaModules/OpenEffects/SkillHardTimeReduce.cs b/OshimaModules/OpenEffects/SkillHardTimeReduce.cs index 19b2ad7..180dec4 100644 --- a/OshimaModules/OpenEffects/SkillHardTimeReduce.cs +++ b/OshimaModules/OpenEffects/SkillHardTimeReduce.cs @@ -40,7 +40,7 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects } } - public SkillHardTimeReduce(Skill skill, Character? source, Item? item) : base(skill) + public SkillHardTimeReduce(Skill skill, Character? source = null, Item? item = null) : base(skill) { GamingQueue = skill.GamingQueue; Source = source; diff --git a/OshimaServers/FastAutoServer.cs b/OshimaServers/FastAutoServer.cs index 612b0ee..9fbfec5 100644 --- a/OshimaServers/FastAutoServer.cs +++ b/OshimaServers/FastAutoServer.cs @@ -532,7 +532,7 @@ namespace Oshima.FunGame.OshimaServers public override void AfterLoad(params object[] args) { - foreach (Character c in GameModuleDepend.Characters) + foreach (Character c in GameModuleDepend.Characters.Values) { Character character = c.Copy(); Characters.Add(character);