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更新游戏平衡常数
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@ -17,6 +17,8 @@ namespace Oshima.Core.Utils
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public static List<Skill> Magics { get; } = [];
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public static List<Item> Equipment { get; } = [];
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public static List<Item> Items { get; } = [];
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public static List<Skill> ItemSkills { get; } = [];
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public static List<Item> AllItems { get; } = [];
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public static Dictionary<long, string> UserIdAndUsername { get; } = [];
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public static void InitFunGame()
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@ -34,16 +36,29 @@ namespace Oshima.Core.Utils
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Characters.Add(new dddovo());
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Characters.Add(new Quduoduo());
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Skills.AddRange([new 疾风步()]);
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Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之霞(), new 次元上升(), new 暗物质(), new 回复术(), new 治愈术(),
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new 时间加速(), new 时间减速(), new 沉默十字(), new 反魔法领域()]);
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Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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Equipment.AddRange([new 攻击之爪5(), new 攻击之爪15(), new 攻击之爪25(), new 攻击之爪35()]);
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Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
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Skills.AddRange([new 疾风步()]);
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AllItems.AddRange(Equipment);
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AllItems.AddRange(Items);
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Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之霞(), new 次元上升(), new 暗物质(), new 回复术(), new 治愈术(),
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new 时间加速(), new 时间减速(), new 沉默十字(), new 反魔法领域()]);
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Skill?[] activeSkills = [.. Equipment.Select(i => i.Skills.Active), .. Items.Select(i => i.Skills.Active)];
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foreach (Skill? skill in activeSkills)
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{
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if (skill != null)
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{
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ItemSkills.Add(skill);
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}
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}
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ItemSkills.AddRange([.. Equipment.SelectMany(i => i.Skills.Passives), .. Items.SelectMany(i => i.Skills.Passives)]);
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}
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public static List<Item> GenerateMagicCards(int count, QualityType? qualityType = null)
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@ -57,7 +72,7 @@ namespace Oshima.Core.Utils
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return items;
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}
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public static Item GenerateMagicCard(QualityType? qualityType = null)
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{
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Item item = Factory.GetItem();
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@ -370,7 +385,7 @@ namespace Oshima.Core.Utils
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return name.ToString();
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}
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public static string GenerateRandomChineseUserName()
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{
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string[] commonSurnames = [
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@ -428,14 +443,14 @@ namespace Oshima.Core.Utils
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foreach (Character inventoryCharacter in characters)
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{
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Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false, Items, Skills);
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Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false, [.. Equipment, .. Items], ItemSkills);
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realCharacter.User = user;
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user.Inventory.Characters.Add(realCharacter);
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}
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foreach (Item inventoryItem in items)
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{
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Item realItem = inventoryItem.Copy(true, true, true, Items, Skills);
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Item realItem = inventoryItem.Copy(true, true, true, [.. Equipment, .. Items], ItemSkills);
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if (realItem.IsEquipment)
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{
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IEnumerable<Character> has = user.Inventory.Characters.Where(character =>
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@ -16,8 +16,8 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public 次元上升(Character? character = null) : base(SkillType.Magic, character)
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{
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 40, 40, 0.3, 0.25));
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Effects.Add(new 造成眩晕(this, true, 15, 0));
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Effects.Add(new 基于攻击力的伤害_带基础伤害(this, 40, 40, 0.3, 0.25));
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}
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}
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}
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