mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-08-02 03:52:59 +00:00
更新工厂模式
This commit is contained in:
parent
1a17fa14b2
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@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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character.ExCDR -= 实际冷却缩减加成;
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}
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public 冷却缩减加成(Skill skill, Character? source, Item? item, double exCdr) : base(skill)
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public 冷却缩减加成(Skill skill, double exCdr, Character? source = null, Item? item = null) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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实际冷却缩减加成 = exCdr;
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Source = source;
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Item = item;
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实际冷却缩减加成 = exCdr;
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}
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}
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}
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@ -40,12 +40,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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}
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}
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public 技能硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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public 技能硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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实际硬直时间减少 = reduce;
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Source = source;
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Item = item;
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实际硬直时间减少 = reduce;
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}
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}
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}
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@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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character.ExATK2 -= 实际攻击力加成;
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}
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public 攻击力加成(Skill skill, Character? source, Item? item, double exATK) : base(skill)
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public 攻击力加成(Skill skill, double exATK, Character? source = null, Item? item = null) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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实际攻击力加成 = exATK;
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Source = source;
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Item = item;
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实际攻击力加成 = exATK;
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}
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}
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}
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@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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character.NormalAttack.HardnessTime += 实际硬直时间减少;
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}
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public 普攻硬直时间减少(Skill skill, Character? source, Item? item, double reduce) : base(skill)
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public 普攻硬直时间减少(Skill skill, double reduce, Character? source = null, Item? item = null) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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实际硬直时间减少 = reduce;
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Source = source;
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Item = item;
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实际硬直时间减少 = reduce;
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}
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}
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}
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@ -24,12 +24,12 @@ namespace Oshima.FunGame.OshimaModules.ItemEffects
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character.ExDEF2 -= 实际物理护甲加成;
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}
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public 物理护甲加成(Skill skill, Character? source, Item? item, double exDef) : base(skill)
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public 物理护甲加成(Skill skill, double exDef, Character? source = null, Item? item = null) : base(skill)
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{
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GamingQueue = skill.GamingQueue;
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实际物理护甲加成 = exDef;
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Source = source;
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Item = item;
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实际物理护甲加成 = exDef;
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}
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}
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}
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@ -51,7 +51,7 @@ namespace Oshima.FunGame.OshimaModules.Items
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{
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Level = 1;
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Item = item;
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Effects.Add(new 攻击力加成(this, character, item, exATK));
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Effects.Add(new 攻击力加成(this, exATK, character, item));
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}
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public override IEnumerable<Effect> AddInactiveEffectToCharacter()
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@ -31,8 +31,8 @@ namespace Oshima.FunGame.OshimaModules.Items
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{
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Level = 1;
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Item = item;
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Effects.Add(new 攻击力加成(this, character, item, 攻击力加成));
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Effects.Add(new 普攻硬直时间减少(this, character, item, 硬直时间减少));
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Effects.Add(new 攻击力加成(this, 攻击力加成, character, item));
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Effects.Add(new 普攻硬直时间减少(this, 硬直时间减少, character, item));
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}
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public override IEnumerable<Effect> AddInactiveEffectToCharacter()
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@ -10,13 +10,13 @@ namespace Oshima.FunGame.OshimaModules
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public override string Version => OshimaGameModuleConstant.Version;
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public override string Author => OshimaGameModuleConstant.Author;
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public override List<Character> Characters
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public override Dictionary<string, Character> Characters
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{
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get
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{
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EntityModuleConfig<Character> config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Character);
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config.LoadConfig();
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return [.. config.Values];
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return config;
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}
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}
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}
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@ -1,154 +0,0 @@
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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.Items;
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using Oshima.FunGame.OshimaModules.OpenEffects;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules
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{
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public class EntityFactory
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{
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public static Skill? GetSkill(long id, SkillType type)
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{
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if (type == SkillType.Magic)
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{
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switch ((MagicID)id)
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{
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case MagicID.冰霜攻击:
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return new 冰霜攻击();
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}
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}
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if (type == SkillType.Skill)
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{
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switch ((SkillID)id)
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{
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case SkillID.疾风步:
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return new 疾风步();
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}
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}
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if (type == SkillType.SuperSkill)
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{
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switch ((SuperSkillID)id)
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{
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case SuperSkillID.力量爆发:
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return new 力量爆发();
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case SuperSkillID.天赐之力:
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return new 天赐之力();
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case SuperSkillID.魔法涌流:
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return new 魔法涌流();
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case SuperSkillID.三重叠加:
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return new 三重叠加();
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case SuperSkillID.变幻之心:
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return new 变幻之心();
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case SuperSkillID.精准打击:
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return new 精准打击();
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case SuperSkillID.绝对领域:
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return new 绝对领域();
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case SuperSkillID.能量毁灭:
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return new 能量毁灭();
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case SuperSkillID.迅捷之势:
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return new 迅捷之势();
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case SuperSkillID.嗜血本能:
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return new 嗜血本能();
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case SuperSkillID.平衡强化:
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return new 平衡强化();
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case SuperSkillID.血之狂欢:
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return new 血之狂欢();
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}
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}
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if (type == SkillType.Passive)
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{
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switch ((PassiveID)id)
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{
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case PassiveID.META马:
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return new META马();
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case PassiveID.心灵之火:
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return new 心灵之火();
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case PassiveID.魔法震荡:
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return new 魔法震荡();
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case PassiveID.灵能反射:
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return new 灵能反射();
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case PassiveID.智慧与力量:
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return new 智慧与力量();
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case PassiveID.致命打击:
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return new 致命打击();
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case PassiveID.毁灭之势:
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return new 毁灭之势();
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case PassiveID.枯竭打击:
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return new 枯竭打击();
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case PassiveID.玻璃大炮:
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return new 玻璃大炮();
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case PassiveID.累积之压:
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return new 累积之压();
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case PassiveID.敏捷之刃:
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return new 敏捷之刃();
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case PassiveID.弱者猎手:
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return new 弱者猎手();
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}
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switch ((ItemPassiveID)id)
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{
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case ItemPassiveID.攻击之爪:
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return new 攻击之爪技能();
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}
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}
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return null;
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}
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public static Item? GetItem(long id, ItemType type)
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{
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if (type == ItemType.MagicCardPack)
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{
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}
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if (type == ItemType.Accessory)
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{
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switch ((AccessoryID)id)
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{
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case AccessoryID.攻击之爪10:
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return new 攻击之爪10();
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case AccessoryID.攻击之爪30:
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return new 攻击之爪30();
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case AccessoryID.攻击之爪50:
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return new 攻击之爪50();
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}
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}
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return null;
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}
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public static Effect? GetEffect(long id, Skill skill, Character? source = null, Item? item = null)
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{
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return (EffectID)id switch
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{
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EffectID.ExATK => new ExATK(skill, source, item),
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EffectID.ExDEF => new ExDEF(skill, source, item),
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EffectID.ExSTR => new ExSTR(skill, source, item),
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EffectID.ExAGI => new ExAGI(skill, source, item),
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EffectID.ExINT => new ExINT(skill, source, item),
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EffectID.SkillHardTimeReduce => new SkillHardTimeReduce(skill, source, item),
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EffectID.NormalAttackHardTimeReduce => new NormalAttackHardTimeReduce(skill, source, item),
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EffectID.AccelerationCoefficient => new AccelerationCoefficient(skill, source, item),
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EffectID.ExSPD => new ExSPD(skill, source, item),
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EffectID.ExActionCoefficient => new ExActionCoefficient(skill, source, item),
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EffectID.ExCDR => new ExCDR(skill, source, item),
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EffectID.ExMaxHP => new ExMaxHP(skill, source, item),
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EffectID.ExMaxMP => new ExMaxMP(skill, source, item),
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EffectID.ExCritRate => new ExCritRate(skill, source, item),
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EffectID.ExCritDMG => new ExCritDMG(skill, source, item),
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EffectID.ExEvadeRate => new ExEvadeRate(skill, source, item),
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EffectID.PhysicalPenetration => new PhysicalPenetration(skill, source, item),
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EffectID.MagicalPenetration => new MagicalPenetration(skill, source, item),
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EffectID.ExPDR => new ExPDR(skill, source, item),
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EffectID.ExMDF => new ExMDF(skill, source, item),
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EffectID.ExHR => new ExHR(skill, source, item),
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EffectID.ExMR => new ExMR(skill, source, item),
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_ => null
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};
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}
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}
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}
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@ -1,6 +1,6 @@
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using Milimoe.FunGame.Core.Api.Utility;
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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.Items;
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namespace Oshima.FunGame.OshimaModules
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{
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@ -11,103 +11,26 @@ namespace Oshima.FunGame.OshimaModules
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public override string Version => OshimaGameModuleConstant.Version;
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public override string Author => OshimaGameModuleConstant.Author;
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public override List<Item> Items
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public override Dictionary<string, Item> Items
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{
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get
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{
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EntityModuleConfig<Item> config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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config.LoadConfig();
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foreach (string key in config.Keys)
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{
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Item prev = config[key];
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Item? next = GetItem(prev.Id, prev.Name, prev.ItemType);
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if (next != null)
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{
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prev.SetPropertyToItemModuleNew(next);
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config[key] = next;
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}
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Item item = config[key];
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HashSet<Skill> skills = item.Skills.Passives;
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if (item.Skills.Active != null) skills.Add(item.Skills.Active);
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List<Skill> skilllist = [.. skills];
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foreach (Skill skill in skilllist)
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{
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Skill? newSkill = EntityFactory.GetSkill(skill.Id, skill.SkillType);
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if (newSkill != null)
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{
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if (newSkill.IsActive)
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{
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item.Skills.Active = newSkill;
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}
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else
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{
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item.Skills.Passives.Remove(skill);
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item.Skills.Passives.Add(newSkill);
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}
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}
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Skill s = newSkill ?? skill;
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List<Effect> effects = [.. s.Effects];
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foreach (Effect effect in effects)
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{
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skill.Effects.Remove(effect);
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Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill);
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if (newEffect != null)
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{
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skill.Effects.Add(newEffect);
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}
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}
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}
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}
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return [.. config.Values];
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return Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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}
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}
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protected override void AfterLoad()
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protected override Factory.EntityFactoryDelegate<Item> ItemFactory()
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{
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Factory.OpenFactory.RegisterFactory(args =>
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return (id, name, args) =>
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{
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if (args.TryGetValue("id", out object? value) && value is long id && args.TryGetValue("itemtype", out value) && value is int type)
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return id switch
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{
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Item? item = EntityFactory.GetItem(id, (ItemType)type);
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if (item != null)
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{
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HashSet<Skill> skills = item.Skills.Passives;
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if (item.Skills.Active != null) skills.Add(item.Skills.Active);
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List<Skill> skilllist = [.. skills];
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foreach (Skill skill in skilllist)
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{
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item.Skills.Passives.Remove(skill);
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Skill newSkill = EntityFactory.GetSkill(skill.Id, skill.SkillType) ?? new OpenSkill(skill.Id, skill.Name);
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if (newSkill != null)
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{
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if (newSkill.IsActive)
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{
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item.Skills.Active = newSkill;
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}
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else
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{
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item.Skills.Passives.Add(newSkill);
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}
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}
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Skill s = newSkill ?? skill;
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List<Effect> effects = [.. s.Effects];
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foreach (Effect effect in effects)
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{
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skill.Effects.Remove(effect);
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Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill);
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if (newEffect != null)
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{
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skill.Effects.Add(newEffect);
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}
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}
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}
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return item;
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}
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}
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return null;
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});
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(long)AccessoryID.攻击之爪10 => new 攻击之爪10(),
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(long)AccessoryID.攻击之爪30 => new 攻击之爪30(),
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(long)AccessoryID.攻击之爪50 => new 攻击之爪50(),
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_ => null,
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};
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};
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}
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public override Item? GetItem(long id, string name, ItemType type) => EntityFactory.GetItem(id, type);
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}
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}
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@ -1,6 +1,8 @@
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using Milimoe.FunGame.Core.Api.Utility;
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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.Items;
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using Oshima.FunGame.OshimaModules.OpenEffects;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaModules
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{
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@ -11,36 +13,97 @@ namespace Oshima.FunGame.OshimaModules
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public override string Version => OshimaGameModuleConstant.Version;
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public override string Author => OshimaGameModuleConstant.Author;
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public override List<Skill> Skills
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public override Dictionary<string, Skill> Skills
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{
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get
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{
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EntityModuleConfig<Skill> config = new(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Skill);
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config.LoadConfig();
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foreach (string key in config.Keys)
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{
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Skill prev = config[key];
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Skill? next = EntityFactory.GetSkill(prev.Id, prev.SkillType);
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if (next != null)
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{
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config[key] = next;
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}
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Skill skill = config[key];
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List<Effect> effects = [.. skill.Effects];
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foreach (Effect effect in effects)
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{
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Effect? newEffect = EntityFactory.GetEffect(effect.Id, skill);
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if (newEffect != null)
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{
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skill.Effects.Remove(effect);
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skill.Effects.Add(newEffect);
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}
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}
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}
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return [.. config.Values];
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return Factory.GetGameModuleInstances<Skill>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Skill);
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}
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}
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public override Skill? GetSkill(long id, string name, SkillType type) => EntityFactory.GetSkill(id, type);
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protected override Factory.EntityFactoryDelegate<Skill> SkillFactory()
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{
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return (id, name, args) =>
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{
|
||||
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<string, object> dict)
|
||||
{
|
||||
foreach (string key in dict.Keys)
|
||||
{
|
||||
skill.OtherArgs[key] = dict[key];
|
||||
}
|
||||
}
|
||||
|
||||
return skill;
|
||||
};
|
||||
}
|
||||
|
||||
protected override Factory.EntityFactoryDelegate<Effect> 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;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user