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技能描述调整、概率提升、金钱消耗减少
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.GetEP;
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public override string Name => "立即获得能量值";
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public override string Description => $"角色立即获得 {实际获得:0.##} 点能量值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"角色立即获得 {实际获得:0.##} 点能量值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private readonly double 实际获得 = 0;
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.GetEXP;
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public override string Name => "立即获得经验值";
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public override string Description => $"角色立即获得 {实际获得:0.##} 点经验值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"角色立即获得 {实际获得:0.##} 点经验值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private readonly double 实际获得 = 0;
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.RecoverHP;
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public override string Name => "立即回复生命值";
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public override string Description => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private readonly double 实际回复 = 0;
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.RecoverHP2;
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public override string Name => "立即回复生命值";
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public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点生命值(不可用于复活)。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点生命值(不可用于复活)。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private double 实际回复 => 回复比例 * (Skill.Character?.MaxHP ?? 0);
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.RecoverMP;
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public override string Name => "立即回复魔法值";
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public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private readonly double 实际回复 = 0;
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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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{
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public override long Id => (long)EffectID.RecoverMP2;
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public override string Name => "立即回复魔法值";
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public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override EffectType EffectType { get; set; } = EffectType.Item;
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private double 实际回复 => 回复比例 * (Skill.Character?.MaxMP ?? 0);
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.AccelerationCoefficient;
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public override string Name => "加速系数加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.DynamicsEffect;
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public override string Name { get; set; } = "动态扩展特效";
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public override string Description => string.Join("", Descriptions) + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => string.Join("", Descriptions) + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public HashSet<string> Descriptions { get; } = [];
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public Dictionary<string, double> RealDynamicsValues { get; } = [];
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExAGI;
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public override string Name => "敏捷加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点敏捷。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点敏捷。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExAGI2;
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public override string Name => "敏捷加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点敏捷。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点敏捷。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExATK;
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public override string Name => "攻击力加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点攻击力。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点攻击力。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExATK2;
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public override string Name => "攻击力加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点攻击力。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点攻击力。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExActionCoefficient;
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public override string Name => "行动系数加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 行动系数。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 行动系数。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExCDR;
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public override string Name => "冷却缩减加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 冷却缩减。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 冷却缩减。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExCritDMG;
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public override string Name => "暴击伤害加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击伤害。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击伤害。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExCritRate;
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public override string Name => "暴击率加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击率。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击率。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExDEF;
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public override string Name => "物理护甲加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点物理护甲。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点物理护甲。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 实际加成 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExDEF2;
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public override string Name => "物理护甲加成";
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
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public double Value => 实际加成;
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private readonly double 加成比例 = 0;
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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
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{
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public override long Id => (long)EffectID.ExEvadeRate;
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public override string Name => "闪避率加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExHR;
|
||||
public override string Name => "生命回复加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点生命回复。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点生命回复。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExINT;
|
||||
public override string Name => "智力加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点智力。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点智力。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExINT2;
|
||||
public override string Name => "智力加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点智力。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点智力。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 加成比例 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMDF;
|
||||
public override string Name => "魔法抗性加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMR;
|
||||
public override string Name => "魔法回复加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点魔法回复。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点魔法回复。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMaxHP;
|
||||
public override string Name => "最大生命值加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大生命值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大生命值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMaxHP2;
|
||||
public override string Name => "最大生命值加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大生命值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大生命值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 加成比例 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMaxMP;
|
||||
public override string Name => "最大魔法值加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大魔法值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大魔法值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMaxMP2;
|
||||
public override string Name => "最大魔法值加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大魔法值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大魔法值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 加成比例 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExPDR;
|
||||
public override string Name => "物理伤害减免加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理伤害减免。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理伤害减免。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExSPD;
|
||||
public override string Name => "行动速度加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点行动速度。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点行动速度。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExSTR;
|
||||
public override string Name => "力量加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.ExSTR2;
|
||||
public override string Name => "力量加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点力量。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点力量。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 加成比例 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.IgnoreEvade;
|
||||
public override string Name => "无视闪避";
|
||||
public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 概率;
|
||||
|
||||
private readonly double 概率 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.MagicalPenetration;
|
||||
public override string Name => "魔法穿透加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 魔法穿透。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 魔法穿透。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.NormalAttackHardTimeReduce;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
|
||||
private readonly double 实际硬直时间减少 = 0;
|
||||
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.NormalAttackHardTimeReduce2;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
|
||||
private readonly double 减少比例 = 0;
|
||||
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.PhysicalPenetration;
|
||||
public override string Name => "物理穿透加成";
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理穿透。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理穿透。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public double Value => 实际加成;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.SkillHardTimeReduce;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"减少角色的所有主动技能 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
|
||||
private readonly double 实际硬直时间减少 = 0;
|
||||
|
||||
|
||||
@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
{
|
||||
public override long Id => (long)EffectID.SkillHardTimeReduce2;
|
||||
public override string Name => Skill.Name;
|
||||
public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
public override string Description => $"减少角色的所有主动技能 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : "");
|
||||
|
||||
private readonly double 减少比例 = 0;
|
||||
|
||||
|
||||
@ -579,12 +579,12 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
|
||||
public static Dictionary<QualityType, double> DrawCardProbabilities { get; } = new()
|
||||
{
|
||||
{ QualityType.White, 69.53 },
|
||||
{ QualityType.Green, 15.35 },
|
||||
{ QualityType.Blue, 9.48 },
|
||||
{ QualityType.Purple, 4.25 },
|
||||
{ QualityType.Orange, 1.33 },
|
||||
{ QualityType.Red, 0.06 }
|
||||
{ QualityType.White, 49.53 },
|
||||
{ QualityType.Green, 19.35 },
|
||||
{ QualityType.Blue, 13.48 },
|
||||
{ QualityType.Purple, 8.25 },
|
||||
{ QualityType.Orange, 6.33 },
|
||||
{ QualityType.Red, 3.06 }
|
||||
};
|
||||
|
||||
public static Dictionary<QualityType, (int Min, int Max)> PriceRanges { get; } = new()
|
||||
|
||||
@ -1650,6 +1650,7 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
{
|
||||
int index = Random.Shared.Next(FunGameConstant.AllItems.Count);
|
||||
Item item = FunGameConstant.AllItems[index].Copy();
|
||||
item.Character = null;
|
||||
(int min, int max) = (0, 0);
|
||||
if (FunGameConstant.PriceRanges.TryGetValue(item.QualityType, out (int Min, int Max) range))
|
||||
{
|
||||
|
||||
@ -24,8 +24,8 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
{
|
||||
private ILogger<FunGameController> Logger { get; set; } = logger;
|
||||
|
||||
private const int drawCardReduce = 2000;
|
||||
private const int drawCardReduce_Material = 10;
|
||||
private const int drawCardReduce = 1000;
|
||||
private const int drawCardReduce_Material = 5;
|
||||
private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。";
|
||||
private const string refused = "暂时无法使用此指令。";
|
||||
|
||||
@ -466,7 +466,9 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
User user = Factory.GetUser(sqlHelper.DataSet);
|
||||
sqlHelper.Commit();
|
||||
user.Inventory.Credits = 5000;
|
||||
user.Inventory.Characters.Add(new CustomCharacter(FunGameConstant.CustomCharacterId, username, nickname: username));
|
||||
Character character = new CustomCharacter(FunGameConstant.CustomCharacterId, username, nickname: username);
|
||||
character.Recovery();
|
||||
user.Inventory.Characters.Add(character);
|
||||
FunGameConstant.UserIdAndUsername[user.Id] = user;
|
||||
PluginConfig pc = new("saved", user.Id.ToString());
|
||||
pc.LoadConfig();
|
||||
@ -613,7 +615,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
{
|
||||
User user = FunGameService.GetUser(pc);
|
||||
|
||||
int reduce = 1500;
|
||||
int reduce = 200;
|
||||
if (user.Inventory.Credits >= reduce)
|
||||
{
|
||||
user.Inventory.Credits -= reduce;
|
||||
@ -721,7 +723,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
{
|
||||
if (newCustom is null)
|
||||
{
|
||||
int reduce = 20;
|
||||
int reduce = 3;
|
||||
if (user.Inventory.Materials >= reduce)
|
||||
{
|
||||
user.Inventory.Materials -= reduce;
|
||||
@ -5178,9 +5180,9 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
int halfdown = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) < 0.5 && c.HP > 0);
|
||||
int halfup = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) >= 0.5 && c.HP != c.MaxHP);
|
||||
|
||||
double deadNeed = 3000 * dead;
|
||||
double halfdownNeed = 1500 * halfdown;
|
||||
double halfupNeed = 500 * halfup;
|
||||
double deadNeed = 300 * dead;
|
||||
double halfdownNeed = 150 * halfdown;
|
||||
double halfupNeed = 50 * halfup;
|
||||
double total = deadNeed + halfdownNeed + halfupNeed;
|
||||
|
||||
if (total == 0)
|
||||
@ -5207,9 +5209,9 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
}
|
||||
|
||||
msg += $"({dead} 个死亡角色,{halfdown} 个 50% 以下的角色,{halfup} 个 50% 以上的角色)\r\n" +
|
||||
$"收费标准:\r\n3000 {General.GameplayEquilibriumConstant.InGameCurrency} / 死亡角色\r\n" +
|
||||
$"1500 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以下的角色\r\n" +
|
||||
$"500 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以上的角色";
|
||||
$"收费标准:\r\n300 {General.GameplayEquilibriumConstant.InGameCurrency} / 死亡角色\r\n" +
|
||||
$"150 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以下的角色\r\n" +
|
||||
$"50 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以上的角色";
|
||||
|
||||
return msg;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user