From d794655862e05c0125cdf15388465a7445ded323 Mon Sep 17 00:00:00 2001 From: milimoe Date: Mon, 28 Oct 2024 01:17:37 +0800 Subject: [PATCH] =?UTF-8?q?=E4=B8=80=E4=BA=9B=E6=8A=80=E8=83=BD=E7=9A=84?= =?UTF-8?q?=E5=8F=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaCore/OshimaWebAPI.cs | 4 ++ .../{OpenEffects => Effects}/EffectID.cs | 2 +- .../{ => Effects}/ItemEffects/冷却缩减加成.cs | 2 +- .../ItemEffects/技能硬直时间减少.cs | 2 +- .../{ => Effects}/ItemEffects/攻击力加成.cs | 2 +- .../ItemEffects/普攻硬直时间减少.cs | 2 +- .../{ => Effects}/ItemEffects/物理护甲加成.cs | 2 +- .../OpenEffects/AccelerationCoefficient.cs | 10 +-- .../{ => Effects}/OpenEffects/ExAGI.cs | 10 +-- .../{ => Effects}/OpenEffects/ExATK.cs | 10 +-- .../OpenEffects/ExActionCoefficient.cs | 10 +-- .../{ => Effects}/OpenEffects/ExCDR.cs | 10 +-- .../{ => Effects}/OpenEffects/ExCritDMG.cs | 10 +-- .../{ => Effects}/OpenEffects/ExCritRate.cs | 10 +-- .../{ => Effects}/OpenEffects/ExDEF.cs | 10 +-- .../{ => Effects}/OpenEffects/ExEvadeRate.cs | 10 +-- .../{ => Effects}/OpenEffects/ExHR.cs | 10 +-- .../{ => Effects}/OpenEffects/ExINT.cs | 12 ++-- .../{ => Effects}/OpenEffects/ExMDF.cs | 30 ++++++--- .../{ => Effects}/OpenEffects/ExMR.cs | 10 +-- .../{ => Effects}/OpenEffects/ExMaxHP.cs | 10 +-- .../{ => Effects}/OpenEffects/ExMaxMP.cs | 10 +-- .../{ => Effects}/OpenEffects/ExPDR.cs | 10 +-- .../{ => Effects}/OpenEffects/ExSPD.cs | 10 +-- .../{ => Effects}/OpenEffects/ExSTR.cs | 10 +-- .../OpenEffects/MagicalPenetration.cs | 12 ++-- .../OpenEffects/NormalAttackHardTimeReduce.cs | 10 +-- .../OpenEffects/PhysicalPenetration.cs | 12 ++-- .../OpenEffects/SkillHardTimeReduce.cs | 10 +-- .../Effects/{ => SkillEffects}/眩晕.cs | 2 +- .../{ => SkillEffects}/累积之压标记.cs | 2 +- OshimaModules/Items/Accessory/攻击之爪.cs | 2 +- OshimaModules/Items/Weapon/独奏弓.cs | 2 +- OshimaModules/Modules/SkillModule.cs | 57 ++++++++--------- OshimaModules/Skills/ColdBlue/嗜血本能.cs | 2 +- OshimaModules/Skills/ColdBlue/累积之压.cs | 2 +- OshimaModules/Skills/MagicalGirl/毁灭之势.cs | 4 +- OshimaModules/Skills/Mayor/精准打击.cs | 11 +++- OshimaModules/Skills/NiuNan/智慧与力量.cs | 62 ++++++++++++++++++- OshimaModules/Skills/QWQAQW/迅捷之势.cs | 17 ++++- OshimaModules/Skills/QingXiang/能量毁灭.cs | 5 +- OshimaModules/Skills/Yang/魔法震荡.cs | 2 +- 42 files changed, 266 insertions(+), 166 deletions(-) rename OshimaModules/{OpenEffects => Effects}/EffectID.cs (97%) rename OshimaModules/{ => Effects}/ItemEffects/冷却缩减加成.cs (95%) rename OshimaModules/{ => Effects}/ItemEffects/技能硬直时间减少.cs (96%) rename OshimaModules/{ => Effects}/ItemEffects/攻击力加成.cs (95%) rename OshimaModules/{ => Effects}/ItemEffects/普攻硬直时间减少.cs (95%) rename OshimaModules/{ => Effects}/ItemEffects/物理护甲加成.cs (95%) rename OshimaModules/{ => Effects}/OpenEffects/AccelerationCoefficient.cs (72%) rename OshimaModules/{ => Effects}/OpenEffects/ExAGI.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExATK.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExActionCoefficient.cs (72%) rename OshimaModules/{ => Effects}/OpenEffects/ExCDR.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExCritDMG.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExCritRate.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExDEF.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExEvadeRate.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExHR.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExINT.cs (68%) rename OshimaModules/{ => Effects}/OpenEffects/ExMDF.cs (70%) rename OshimaModules/{ => Effects}/OpenEffects/ExMR.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExMaxHP.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExMaxMP.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExPDR.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExSPD.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/ExSTR.cs (71%) rename OshimaModules/{ => Effects}/OpenEffects/MagicalPenetration.cs (69%) rename OshimaModules/{ => Effects}/OpenEffects/NormalAttackHardTimeReduce.cs (73%) rename OshimaModules/{ => Effects}/OpenEffects/PhysicalPenetration.cs (69%) rename OshimaModules/{ => Effects}/OpenEffects/SkillHardTimeReduce.cs (79%) rename OshimaModules/Effects/{ => SkillEffects}/眩晕.cs (96%) rename OshimaModules/Effects/{ => SkillEffects}/累积之压标记.cs (93%) diff --git a/OshimaCore/OshimaWebAPI.cs b/OshimaCore/OshimaWebAPI.cs index a0bdad2..e1b1a8c 100644 --- a/OshimaCore/OshimaWebAPI.cs +++ b/OshimaCore/OshimaWebAPI.cs @@ -18,6 +18,10 @@ namespace Oshima.Core.WebAPI public override void ProcessInput(string input) { + if (input.StartsWith("fungametest")) + { + FunGameSimulation.StartGame(true, true); + } // OSM指令 if (input.Length >= 4 && input[..4].Equals(".osm", StringComparison.CurrentCultureIgnoreCase)) { diff --git a/OshimaModules/OpenEffects/EffectID.cs b/OshimaModules/Effects/EffectID.cs similarity index 97% rename from OshimaModules/OpenEffects/EffectID.cs rename to OshimaModules/Effects/EffectID.cs index c1592bd..d1d749a 100644 --- a/OshimaModules/OpenEffects/EffectID.cs +++ b/OshimaModules/Effects/EffectID.cs @@ -1,4 +1,4 @@ -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public enum EffectID : long { diff --git a/OshimaModules/ItemEffects/冷却缩减加成.cs b/OshimaModules/Effects/ItemEffects/冷却缩减加成.cs similarity index 95% rename from OshimaModules/ItemEffects/冷却缩减加成.cs rename to OshimaModules/Effects/ItemEffects/冷却缩减加成.cs index 54ffeb3..574606b 100644 --- a/OshimaModules/ItemEffects/冷却缩减加成.cs +++ b/OshimaModules/Effects/ItemEffects/冷却缩减加成.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.ItemEffects +namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class 冷却缩减加成 : Effect { diff --git a/OshimaModules/ItemEffects/技能硬直时间减少.cs b/OshimaModules/Effects/ItemEffects/技能硬直时间减少.cs similarity index 96% rename from OshimaModules/ItemEffects/技能硬直时间减少.cs rename to OshimaModules/Effects/ItemEffects/技能硬直时间减少.cs index dd8c757..e43abb6 100644 --- a/OshimaModules/ItemEffects/技能硬直时间减少.cs +++ b/OshimaModules/Effects/ItemEffects/技能硬直时间减少.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.ItemEffects +namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class 技能硬直时间减少 : Effect { diff --git a/OshimaModules/ItemEffects/攻击力加成.cs b/OshimaModules/Effects/ItemEffects/攻击力加成.cs similarity index 95% rename from OshimaModules/ItemEffects/攻击力加成.cs rename to OshimaModules/Effects/ItemEffects/攻击力加成.cs index fc80860..cdf0e4f 100644 --- a/OshimaModules/ItemEffects/攻击力加成.cs +++ b/OshimaModules/Effects/ItemEffects/攻击力加成.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.ItemEffects +namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class 攻击力加成 : Effect { diff --git a/OshimaModules/ItemEffects/普攻硬直时间减少.cs b/OshimaModules/Effects/ItemEffects/普攻硬直时间减少.cs similarity index 95% rename from OshimaModules/ItemEffects/普攻硬直时间减少.cs rename to OshimaModules/Effects/ItemEffects/普攻硬直时间减少.cs index 0efcc94..734dba4 100644 --- a/OshimaModules/ItemEffects/普攻硬直时间减少.cs +++ b/OshimaModules/Effects/ItemEffects/普攻硬直时间减少.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.ItemEffects +namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class 普攻硬直时间减少 : Effect { diff --git a/OshimaModules/ItemEffects/物理护甲加成.cs b/OshimaModules/Effects/ItemEffects/物理护甲加成.cs similarity index 95% rename from OshimaModules/ItemEffects/物理护甲加成.cs rename to OshimaModules/Effects/ItemEffects/物理护甲加成.cs index 7536092..1245a4a 100644 --- a/OshimaModules/ItemEffects/物理护甲加成.cs +++ b/OshimaModules/Effects/ItemEffects/物理护甲加成.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.ItemEffects +namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public class 物理护甲加成 : Effect { diff --git a/OshimaModules/OpenEffects/AccelerationCoefficient.cs b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs similarity index 72% rename from OshimaModules/OpenEffects/AccelerationCoefficient.cs rename to OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs index 4f1b9d6..e0cd337 100644 --- a/OshimaModules/OpenEffects/AccelerationCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class AccelerationCoefficient : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.AccelerationCoefficient -= 实际加成; } - public AccelerationCoefficient(Skill skill, Character? source = null, Item? item = null) : base(skill) + public AccelerationCoefficient(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exACC)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exacc", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exACC)) { 实际加成 = exACC; } diff --git a/OshimaModules/OpenEffects/ExAGI.cs b/OshimaModules/Effects/OpenEffects/ExAGI.cs similarity index 71% rename from OshimaModules/OpenEffects/ExAGI.cs rename to OshimaModules/Effects/OpenEffects/ExAGI.cs index 985edea..e8ea6ba 100644 --- a/OshimaModules/OpenEffects/ExAGI.cs +++ b/OshimaModules/Effects/OpenEffects/ExAGI.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExAGI : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExAGI -= 实际加成; } - public ExAGI(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExAGI(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exAGI)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exagi", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAGI)) { 实际加成 = exAGI; } diff --git a/OshimaModules/OpenEffects/ExATK.cs b/OshimaModules/Effects/OpenEffects/ExATK.cs similarity index 71% rename from OshimaModules/OpenEffects/ExATK.cs rename to OshimaModules/Effects/OpenEffects/ExATK.cs index 0659be8..8ababfb 100644 --- a/OshimaModules/OpenEffects/ExATK.cs +++ b/OshimaModules/Effects/OpenEffects/ExATK.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExATK : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExATK2 -= 实际加成; } - public ExATK(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExATK(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exATK)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exATK)) { 实际加成 = exATK; } diff --git a/OshimaModules/OpenEffects/ExActionCoefficient.cs b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs similarity index 72% rename from OshimaModules/OpenEffects/ExActionCoefficient.cs rename to OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs index 1e2486c..e39ef8d 100644 --- a/OshimaModules/OpenEffects/ExActionCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExActionCoefficient : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExActionCoefficient -= 实际加成; } - public ExActionCoefficient(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExActionCoefficient(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exac", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exAC)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exac", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exAC)) { 实际加成 = exAC; } diff --git a/OshimaModules/OpenEffects/ExCDR.cs b/OshimaModules/Effects/OpenEffects/ExCDR.cs similarity index 71% rename from OshimaModules/OpenEffects/ExCDR.cs rename to OshimaModules/Effects/OpenEffects/ExCDR.cs index d540aa4..7a27206 100644 --- a/OshimaModules/OpenEffects/ExCDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExCDR.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExCDR : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCDR -= 实际加成; } - public ExCDR(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExCDR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("excdr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exCDR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("excdr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCDR)) { 实际加成 = exCDR; } diff --git a/OshimaModules/OpenEffects/ExCritDMG.cs b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs similarity index 71% rename from OshimaModules/OpenEffects/ExCritDMG.cs rename to OshimaModules/Effects/OpenEffects/ExCritDMG.cs index 64876d7..77a6560 100644 --- a/OshimaModules/OpenEffects/ExCritDMG.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExCritDMG : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCritDMG -= 实际加成; } - public ExCritDMG(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExCritDMG(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("excrd", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exCRD)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("excrd", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCRD)) { 实际加成 = exCRD; } diff --git a/OshimaModules/OpenEffects/ExCritRate.cs b/OshimaModules/Effects/OpenEffects/ExCritRate.cs similarity index 71% rename from OshimaModules/OpenEffects/ExCritRate.cs rename to OshimaModules/Effects/OpenEffects/ExCritRate.cs index 3d885ed..2e47b6c 100644 --- a/OshimaModules/OpenEffects/ExCritRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritRate.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExCritRate : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExCritRate -= 实际加成; } - public ExCritRate(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExCritRate(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("excr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exCR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("excr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exCR)) { 实际加成 = exCR; } diff --git a/OshimaModules/OpenEffects/ExDEF.cs b/OshimaModules/Effects/OpenEffects/ExDEF.cs similarity index 71% rename from OshimaModules/OpenEffects/ExDEF.cs rename to OshimaModules/Effects/OpenEffects/ExDEF.cs index b1bf126..f3779e2 100644 --- a/OshimaModules/OpenEffects/ExDEF.cs +++ b/OshimaModules/Effects/OpenEffects/ExDEF.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExDEF : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExDEF2 -= 实际加成; } - public ExDEF(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExDEF(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exDEF)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exDEF)) { 实际加成 = exDEF; } diff --git a/OshimaModules/OpenEffects/ExEvadeRate.cs b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs similarity index 71% rename from OshimaModules/OpenEffects/ExEvadeRate.cs rename to OshimaModules/Effects/OpenEffects/ExEvadeRate.cs index c76abf2..ec6f60e 100644 --- a/OshimaModules/OpenEffects/ExEvadeRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExEvadeRate : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExEvadeRate -= 实际加成; } - public ExEvadeRate(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExEvadeRate(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exer", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exER)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exer", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exER)) { 实际加成 = exER; } diff --git a/OshimaModules/OpenEffects/ExHR.cs b/OshimaModules/Effects/OpenEffects/ExHR.cs similarity index 71% rename from OshimaModules/OpenEffects/ExHR.cs rename to OshimaModules/Effects/OpenEffects/ExHR.cs index 890dd1a..21047f7 100644 --- a/OshimaModules/OpenEffects/ExHR.cs +++ b/OshimaModules/Effects/OpenEffects/ExHR.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExHR : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExHR -= 实际加成; } - public ExHR(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExHR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exhr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exHR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exhr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHR)) { 实际加成 = exHR; } diff --git a/OshimaModules/OpenEffects/ExINT.cs b/OshimaModules/Effects/OpenEffects/ExINT.cs similarity index 68% rename from OshimaModules/OpenEffects/ExINT.cs rename to OshimaModules/Effects/OpenEffects/ExINT.cs index c4f654d..71d6192 100644 --- a/OshimaModules/OpenEffects/ExINT.cs +++ b/OshimaModules/Effects/OpenEffects/ExINT.cs @@ -1,7 +1,7 @@ - using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExINT : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExINT -= 实际加成; } - public ExINT(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExINT(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exINT)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exint", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exINT)) { 实际加成 = exINT; } diff --git a/OshimaModules/OpenEffects/ExMDF.cs b/OshimaModules/Effects/OpenEffects/ExMDF.cs similarity index 70% rename from OshimaModules/OpenEffects/ExMDF.cs rename to OshimaModules/Effects/OpenEffects/ExMDF.cs index b854ae7..9ac658b 100644 --- a/OshimaModules/OpenEffects/ExMDF.cs +++ b/OshimaModules/Effects/OpenEffects/ExMDF.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMDF : Effect { @@ -46,6 +46,14 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects case MagicType.None: default: character.MDF.None += 实际加成; + character.MDF.Particle += 实际加成; + character.MDF.Fleabane += 实际加成; + character.MDF.Element += 实际加成; + character.MDF.Shadow += 实际加成; + character.MDF.Bright += 实际加成; + character.MDF.PurityContemporary += 实际加成; + character.MDF.PurityNatural += 实际加成; + character.MDF.Starmark += 实际加成; break; } } @@ -81,19 +89,27 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects case MagicType.None: default: character.MDF.None -= 实际加成; + character.MDF.Particle -= 实际加成; + character.MDF.Fleabane -= 实际加成; + character.MDF.Element -= 实际加成; + character.MDF.Shadow -= 实际加成; + character.MDF.Bright -= 实际加成; + character.MDF.PurityContemporary -= 实际加成; + character.MDF.PurityNatural -= 实际加成; + character.MDF.Starmark -= 实际加成; break; } } - public ExMDF(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExMDF(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("mdfType", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && int.TryParse(skill.OtherArgs[key].ToString(), out int mdfType)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("mdfType", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && int.TryParse(Values[key].ToString(), out int mdfType)) { if (Enum.IsDefined(typeof(MagicType), mdfType)) { @@ -104,8 +120,8 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects 魔法类型 = MagicType.None; } } - key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double mdfValue)) + key = Values.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mdfValue)) { 实际加成 = mdfValue; } diff --git a/OshimaModules/OpenEffects/ExMR.cs b/OshimaModules/Effects/OpenEffects/ExMR.cs similarity index 71% rename from OshimaModules/OpenEffects/ExMR.cs rename to OshimaModules/Effects/OpenEffects/ExMR.cs index 42ae68c..d2758be 100644 --- a/OshimaModules/OpenEffects/ExMR.cs +++ b/OshimaModules/Effects/OpenEffects/ExMR.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMR : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExMR -= 实际加成; } - public ExMR(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExMR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exmr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exMR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exmr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMR)) { 实际加成 = exMR; } diff --git a/OshimaModules/OpenEffects/ExMaxHP.cs b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs similarity index 71% rename from OshimaModules/OpenEffects/ExMaxHP.cs rename to OshimaModules/Effects/OpenEffects/ExMaxHP.cs index 17541a1..1acd83e 100644 --- a/OshimaModules/OpenEffects/ExMaxHP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMaxHP : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExHP2 -= 实际加成; } - public ExMaxHP(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExMaxHP(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exHP)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exhp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exHP)) { 实际加成 = exHP; } diff --git a/OshimaModules/OpenEffects/ExMaxMP.cs b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs similarity index 71% rename from OshimaModules/OpenEffects/ExMaxMP.cs rename to OshimaModules/Effects/OpenEffects/ExMaxMP.cs index bd1d544..776620b 100644 --- a/OshimaModules/OpenEffects/ExMaxMP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExMaxMP : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExMP2 -= 实际加成; } - public ExMaxMP(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExMaxMP(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exMP)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMP)) { 实际加成 = exMP; } diff --git a/OshimaModules/OpenEffects/ExPDR.cs b/OshimaModules/Effects/OpenEffects/ExPDR.cs similarity index 71% rename from OshimaModules/OpenEffects/ExPDR.cs rename to OshimaModules/Effects/OpenEffects/ExPDR.cs index c658690..671670e 100644 --- a/OshimaModules/OpenEffects/ExPDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExPDR.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExPDR : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExPDR -= 实际加成; } - public ExPDR(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExPDR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("expdr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exPDR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("expdr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exPDR)) { 实际加成 = exPDR; } diff --git a/OshimaModules/OpenEffects/ExSPD.cs b/OshimaModules/Effects/OpenEffects/ExSPD.cs similarity index 71% rename from OshimaModules/OpenEffects/ExSPD.cs rename to OshimaModules/Effects/OpenEffects/ExSPD.cs index 7195d25..618d8f8 100644 --- a/OshimaModules/OpenEffects/ExSPD.cs +++ b/OshimaModules/Effects/OpenEffects/ExSPD.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExSPD : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExSPD -= 实际加成; } - public ExSPD(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExSPD(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exspd", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exSPD)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exspd", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSPD)) { 实际加成 = exSPD; } diff --git a/OshimaModules/OpenEffects/ExSTR.cs b/OshimaModules/Effects/OpenEffects/ExSTR.cs similarity index 71% rename from OshimaModules/OpenEffects/ExSTR.cs rename to OshimaModules/Effects/OpenEffects/ExSTR.cs index 1365e19..6841151 100644 --- a/OshimaModules/OpenEffects/ExSTR.cs +++ b/OshimaModules/Effects/OpenEffects/ExSTR.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class ExSTR : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.ExDEF2 -= 实际加成; } - public ExSTR(Skill skill, Character? source = null, Item? item = null) : base(skill) + public ExSTR(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exSTR)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exSTR)) { 实际加成 = exSTR; } diff --git a/OshimaModules/OpenEffects/MagicalPenetration.cs b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs similarity index 69% rename from OshimaModules/OpenEffects/MagicalPenetration.cs rename to OshimaModules/Effects/OpenEffects/MagicalPenetration.cs index aedd5ce..7a7a67e 100644 --- a/OshimaModules/OpenEffects/MagicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class MagicalPenetration : Effect { @@ -24,17 +24,17 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.MagicalPenetration -= 实际加成; } - public MagicalPenetration(Skill skill, Character? source = null, Item? item = null) : base(skill) + public MagicalPenetration(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("exmp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exMP)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exmpt", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exMPT)) { - 实际加成 = exMP; + 实际加成 = exMPT; } } } diff --git a/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs similarity index 73% rename from OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs rename to OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs index 03852f5..26b77fc 100644 --- a/OshimaModules/OpenEffects/NormalAttackHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class NormalAttackHardTimeReduce : Effect { @@ -24,15 +24,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.NormalAttack.HardnessTime += 实际硬直时间减少; } - public NormalAttackHardTimeReduce(Skill skill, Character? source = null, Item? item = null) : base(skill) + public NormalAttackHardTimeReduce(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double nahtr)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr)) { 实际硬直时间减少 = nahtr; } diff --git a/OshimaModules/OpenEffects/PhysicalPenetration.cs b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs similarity index 69% rename from OshimaModules/OpenEffects/PhysicalPenetration.cs rename to OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs index d208780..e59efca 100644 --- a/OshimaModules/OpenEffects/PhysicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class PhysicalPenetration : Effect { @@ -24,17 +24,17 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects character.PhysicalPenetration -= 实际加成; } - public PhysicalPenetration(Skill skill, Character? source = null, Item? item = null) : base(skill) + public PhysicalPenetration(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("expp", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double exPP)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("exppt", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double exPPT)) { - 实际加成 = exPP; + 实际加成 = exPPT; } } } diff --git a/OshimaModules/OpenEffects/SkillHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs similarity index 79% rename from OshimaModules/OpenEffects/SkillHardTimeReduce.cs rename to OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs index 180dec4..3c9a0c3 100644 --- a/OshimaModules/OpenEffects/SkillHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.OpenEffects +namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public class SkillHardTimeReduce : Effect { @@ -40,15 +40,15 @@ namespace Oshima.FunGame.OshimaModules.OpenEffects } } - public SkillHardTimeReduce(Skill skill, Character? source = null, Item? item = null) : base(skill) + public SkillHardTimeReduce(Skill skill, Dictionary args, Character? source = null, Item? item = null) : base(skill, args) { GamingQueue = skill.GamingQueue; Source = source; Item = item; - if (skill.OtherArgs.Count > 0) + if (Values.Count > 0) { - string key = skill.OtherArgs.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; - if (key.Length > 0 && double.TryParse(skill.OtherArgs[key].ToString(), out double shtr)) + string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? ""; + if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr)) { 实际硬直时间减少 = shtr; } diff --git a/OshimaModules/Effects/眩晕.cs b/OshimaModules/Effects/SkillEffects/眩晕.cs similarity index 96% rename from OshimaModules/Effects/眩晕.cs rename to OshimaModules/Effects/SkillEffects/眩晕.cs index bc915b0..093dce5 100644 --- a/OshimaModules/Effects/眩晕.cs +++ b/OshimaModules/Effects/SkillEffects/眩晕.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.Effects +namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 眩晕 : Effect { diff --git a/OshimaModules/Effects/累积之压标记.cs b/OshimaModules/Effects/SkillEffects/累积之压标记.cs similarity index 93% rename from OshimaModules/Effects/累积之压标记.cs rename to OshimaModules/Effects/SkillEffects/累积之压标记.cs index 724976a..93e9f69 100644 --- a/OshimaModules/Effects/累积之压标记.cs +++ b/OshimaModules/Effects/SkillEffects/累积之压标记.cs @@ -1,7 +1,7 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -namespace Oshima.FunGame.OshimaModules.Effects +namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { public class 累积之压标记 : Effect { diff --git a/OshimaModules/Items/Accessory/攻击之爪.cs b/OshimaModules/Items/Accessory/攻击之爪.cs index 6cab46c..fb1f563 100644 --- a/OshimaModules/Items/Accessory/攻击之爪.cs +++ b/OshimaModules/Items/Accessory/攻击之爪.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.ItemEffects; +using Oshima.FunGame.OshimaModules.Effects.ItemEffects; using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules.Items diff --git a/OshimaModules/Items/Weapon/独奏弓.cs b/OshimaModules/Items/Weapon/独奏弓.cs index 4bbdb9b..84ba2c8 100644 --- a/OshimaModules/Items/Weapon/独奏弓.cs +++ b/OshimaModules/Items/Weapon/独奏弓.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.ItemEffects; +using Oshima.FunGame.OshimaModules.Effects.ItemEffects; namespace Oshima.FunGame.OshimaModules.Items { diff --git a/OshimaModules/Modules/SkillModule.cs b/OshimaModules/Modules/SkillModule.cs index 6c78679..195dfba 100644 --- a/OshimaModules/Modules/SkillModule.cs +++ b/OshimaModules/Modules/SkillModule.cs @@ -1,7 +1,8 @@ using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; +using Oshima.FunGame.OshimaModules.Effects; +using Oshima.FunGame.OshimaModules.Effects.OpenEffects; using Oshima.FunGame.OshimaModules.Items; -using Oshima.FunGame.OshimaModules.OpenEffects; using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules @@ -54,14 +55,14 @@ namespace Oshima.FunGame.OshimaModules (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) + _ => new OpenSkill(id, name, args) }; - if (skill is OpenSkill && args.TryGetValue("others", out object? value) && value is Dictionary dict) + if (skill is OpenSkill && args.TryGetValue("values", out object? value) && value is Dictionary dict) { foreach (string key in dict.Keys) { - skill.OtherArgs[key] = dict[key]; + skill.Values[key] = dict[key]; } } @@ -73,32 +74,32 @@ namespace Oshima.FunGame.OshimaModules { return (id, name, args) => { - if (args.TryGetValue("skill", out object? value) && value is Skill skill) + if (args.TryGetValue("skill", out object? value) && value is Skill skill && args.TryGetValue("values", out value) && value is Dictionary dict) { - Effect? effect = (EffectID)id switch + return (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), + EffectID.ExATK => new ExATK(skill, dict), + EffectID.ExDEF => new ExDEF(skill, dict), + EffectID.ExSTR => new ExSTR(skill, dict), + EffectID.ExAGI => new ExAGI(skill, dict), + EffectID.ExINT => new ExINT(skill, dict), + EffectID.SkillHardTimeReduce => new SkillHardTimeReduce(skill, dict), + EffectID.NormalAttackHardTimeReduce => new NormalAttackHardTimeReduce(skill, dict), + EffectID.AccelerationCoefficient => new AccelerationCoefficient(skill, dict), + EffectID.ExSPD => new ExSPD(skill, dict), + EffectID.ExActionCoefficient => new ExActionCoefficient(skill, dict), + EffectID.ExCDR => new ExCDR(skill, dict), + EffectID.ExMaxHP => new ExMaxHP(skill, dict), + EffectID.ExMaxMP => new ExMaxMP(skill, dict), + EffectID.ExCritRate => new ExCritRate(skill, dict), + EffectID.ExCritDMG => new ExCritDMG(skill, dict), + EffectID.ExEvadeRate => new ExEvadeRate(skill, dict), + EffectID.PhysicalPenetration => new PhysicalPenetration(skill, dict), + EffectID.MagicalPenetration => new MagicalPenetration(skill, dict), + EffectID.ExPDR => new ExPDR(skill, dict), + EffectID.ExMDF => new ExMDF(skill, dict), + EffectID.ExHR => new ExHR(skill, dict), + EffectID.ExMR => new ExMR(skill, dict), _ => null }; } diff --git a/OshimaModules/Skills/ColdBlue/嗜血本能.cs b/OshimaModules/Skills/ColdBlue/嗜血本能.cs index 57b7d37..cfd0520 100644 --- a/OshimaModules/Skills/ColdBlue/嗜血本能.cs +++ b/OshimaModules/Skills/ColdBlue/嗜血本能.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.Effects; +using Oshima.FunGame.OshimaModules.Effects.SkillEffects; namespace Oshima.FunGame.OshimaModules.Skills { diff --git a/OshimaModules/Skills/ColdBlue/累积之压.cs b/OshimaModules/Skills/ColdBlue/累积之压.cs index 23d5c08..defc2f6 100644 --- a/OshimaModules/Skills/ColdBlue/累积之压.cs +++ b/OshimaModules/Skills/ColdBlue/累积之压.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.Effects; +using Oshima.FunGame.OshimaModules.Effects.SkillEffects; namespace Oshima.FunGame.OshimaModules.Skills { diff --git a/OshimaModules/Skills/MagicalGirl/毁灭之势.cs b/OshimaModules/Skills/MagicalGirl/毁灭之势.cs index db9c2f4..2cf475d 100644 --- a/OshimaModules/Skills/MagicalGirl/毁灭之势.cs +++ b/OshimaModules/Skills/MagicalGirl/毁灭之势.cs @@ -24,10 +24,10 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"每时间提升 5.5% 所有伤害,无上限,但受到伤害时效果清零。" + (累计伤害 > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%)" : ""); + public override string Description => $"每时间提升 {伤害提升 * 100:0.##}% 所有伤害,无上限,但受到伤害时效果清零。" + (累计伤害 > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%)" : ""); public override bool TargetSelf => true; - private readonly double 伤害提升 = 0.055; + private readonly double 伤害提升 = 0.04; private double 累计伤害 = 0; public override bool AlterActualDamageAfterCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) diff --git a/OshimaModules/Skills/Mayor/精准打击.cs b/OshimaModules/Skills/Mayor/精准打击.cs index 76cd52b..b8cf308 100644 --- a/OshimaModules/Skills/Mayor/精准打击.cs +++ b/OshimaModules/Skills/Mayor/精准打击.cs @@ -22,30 +22,34 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害再提升 {暴击伤害提升 * 100:0.##}%。"; + public override string Description => $"30 时间内暴击率提升 {暴击率提升 * 100:0.##}%,暴击伤害提升 {暴击伤害提升 * 100:0.##}%,物理穿透提升 {物理穿透提升 * 100:0.##}%。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 30; private double 暴击率提升 => 0.2 + 0.03 * (Level - 1); private double 暴击伤害提升 => 0.8 + 0.04 * (Level - 1); + private double 物理穿透提升 => 0.3; private double 实际暴击率提升 = 0; private double 实际暴击伤害提升 = 0; + private double 实际物理穿透提升 = 0; public override void OnEffectGained(Character character) { 实际暴击率提升 = 暴击率提升; 实际暴击伤害提升 = 暴击伤害提升; + 实际物理穿透提升 = 物理穿透提升; character.ExCritRate += 实际暴击率提升; - WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ] !"); character.ExCritDMG += 实际暴击伤害提升; - WriteLine($"[ {character} ] 的暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ] !"); + character.PhysicalPenetration += 实际物理穿透提升; + WriteLine($"[ {character} ] 的暴击率提升了 [ {实际暴击率提升 * 100:0.##}% ],暴击伤害提升了 [ {实际暴击伤害提升 * 100:0.##}% ],物理穿透提升了 [ {实际物理穿透提升 * 100:0.##}% ] !!"); } public override void OnEffectLost(Character character) { character.ExCritRate -= 实际暴击率提升; character.ExCritDMG -= 实际暴击伤害提升; + character.PhysicalPenetration -= 实际物理穿透提升; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) @@ -55,6 +59,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { 实际暴击率提升 = 0; 实际暴击伤害提升 = 0; + 实际物理穿透提升 = 0; caster.Effects.Add(this); OnEffectGained(caster); } diff --git a/OshimaModules/Skills/NiuNan/智慧与力量.cs b/OshimaModules/Skills/NiuNan/智慧与力量.cs index 09843c8..f87e23c 100644 --- a/OshimaModules/Skills/NiuNan/智慧与力量.cs +++ b/OshimaModules/Skills/NiuNan/智慧与力量.cs @@ -1,4 +1,5 @@ using Milimoe.FunGame.Core.Entity; +using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Oshima.FunGame.OshimaModules.Skills @@ -24,12 +25,57 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"当生命值低于 30% 时,智力转化为力量;当生命值高于或等于 30% 时,力量转化为智力。" + + public override string Description => $"当生命值低于 30% 时,智力转化为力量;当生命值高于或等于 30% 时,力量转化为智力。力量模式下,造成伤害必定暴击;智力模式下,获得 30% 闪避率和 25% 魔法抗性。" + (Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + ")" : ""); public override bool TargetSelf => true; private double 交换前的额外智力 = 0; private double 交换前的额外力量 = 0; + private double 实际增加闪避率 = 0.3; + private double 实际增加魔法抗性 = 0.25; + private bool 增加过了 = false; + + public override void OnEffectGained(Character character) + { + 增加过了 = true; + ResetEffect(character, true); + } + + public override void OnEffectLost(Character character) + { + 增加过了 = false; + ResetEffect(character, false); + } + + private void ResetEffect(Character character, bool isAdd) + { + if (isAdd) + { + character.ExEvadeRate += 实际增加闪避率; + character.MDF.None += 实际增加魔法抗性; + character.MDF.Particle += 实际增加魔法抗性; + character.MDF.Fleabane += 实际增加魔法抗性; + character.MDF.Element += 实际增加魔法抗性; + character.MDF.Shadow += 实际增加魔法抗性; + character.MDF.Bright += 实际增加魔法抗性; + character.MDF.PurityContemporary += 实际增加魔法抗性; + character.MDF.PurityNatural += 实际增加魔法抗性; + character.MDF.Starmark += 实际增加魔法抗性; + } + else + { + character.ExEvadeRate -= 实际增加闪避率; + character.MDF.None -= 实际增加魔法抗性; + character.MDF.Particle -= 实际增加魔法抗性; + character.MDF.Fleabane -= 实际增加魔法抗性; + character.MDF.Element -= 实际增加魔法抗性; + character.MDF.Shadow -= 实际增加魔法抗性; + character.MDF.Bright -= 实际增加魔法抗性; + character.MDF.PurityContemporary -= 实际增加魔法抗性; + character.MDF.PurityNatural -= 实际增加魔法抗性; + character.MDF.Starmark -= 实际增加魔法抗性; + } + } public override void OnAttributeChanged(Character character) { @@ -48,6 +94,12 @@ namespace Oshima.FunGame.OshimaModules.Skills } } + public override bool BeforeCriticalCheck(Character character, ref double throwingBonus) + { + throwingBonus += 100; + return false; + } + public override void OnTimeElapsed(Character character, double elapsed) { if (Skill.Character != null) @@ -67,6 +119,10 @@ namespace Oshima.FunGame.OshimaModules.Skills c.ExINT = -c.BaseINT; c.ExSTR = 交换前的额外智力 + c.BaseINT + 交换前的额外力量; c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); + if (!增加过了) + { + ResetEffect(character, true); + } } } else @@ -83,6 +139,10 @@ namespace Oshima.FunGame.OshimaModules.Skills c.ExINT = 交换前的额外力量 + c.BaseSTR + 交换前的额外智力; c.ExSTR = -c.BaseSTR; c.Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); + if (增加过了) + { + ResetEffect(character, false); + } } } } diff --git a/OshimaModules/Skills/QWQAQW/迅捷之势.cs b/OshimaModules/Skills/QWQAQW/迅捷之势.cs index df63d83..1488691 100644 --- a/OshimaModules/Skills/QWQAQW/迅捷之势.cs +++ b/OshimaModules/Skills/QWQAQW/迅捷之势.cs @@ -22,22 +22,35 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"{Duration:0.##} 时间内,普通攻击转为魔法伤害,且硬直时间减少50%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。"; + public override string Description => $"{Duration:0.##} 时间内,提升自身 35% 物理伤害减免和魔法抗性,普通攻击转为魔法伤害,且硬直时间减少 30%,并基于 {智力系数 * 100:0.##}% 智力 [ {智力加成:0.##} ] 强化普通攻击伤害。"; public override bool TargetSelf => true; public override bool Durative => true; public override double Duration => 40; private double 智力系数 => 1.4 + 0.4 * (Level - 1); private double 智力加成 => 智力系数 * Skill.Character?.INT ?? 0; + private double 物理伤害减免 => 0.35; + private double 魔法抗性 => 0.35; + private double 实际物理伤害减免 = 0; + private double 实际魔法抗性 = 0; public override void OnEffectGained(Character character) { character.NormalAttack.SetMagicType(true, character.MagicType); + 实际物理伤害减免 = 物理伤害减免; + 实际魔法抗性 = 魔法抗性; + character.PhysicalPenetration += 实际物理伤害减免; + character.MagicalPenetration += 实际魔法抗性; + WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!"); } public override void OnEffectLost(Character character) { character.NormalAttack.SetMagicType(false, character.MagicType); + 实际物理伤害减免 = 0; + 实际魔法抗性 = 0; + character.PhysicalPenetration -= 实际物理伤害减免; + character.MagicalPenetration -= 实际魔法抗性; } public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType) @@ -50,7 +63,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected) { - baseHardnessTime *= 0.5; + baseHardnessTime *= 0.3; } public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) diff --git a/OshimaModules/Skills/QingXiang/能量毁灭.cs b/OshimaModules/Skills/QingXiang/能量毁灭.cs index 832b047..19df25d 100644 --- a/OshimaModules/Skills/QingXiang/能量毁灭.cs +++ b/OshimaModules/Skills/QingXiang/能量毁灭.cs @@ -11,6 +11,7 @@ namespace Oshima.FunGame.OshimaModules.Skills public override double EPCost => 100; public override double CD => 55 - 3 * (Level - 1); public override double HardnessTime { get; set; } = 25; + public override string Slogan => "灭!!!!"; public 能量毁灭(Character? character = null) : base(SkillType.SuperSkill, character) { @@ -27,9 +28,9 @@ namespace Oshima.FunGame.OshimaModules.Skills public override bool TargetSelf => false; public override double TargetRange => 999; - private double 智力系数 => 0.55 * Level; + private double 智力系数 => 0.25 * Level; private double 智力伤害 => 智力系数 * Skill.Character?.INT ?? 0; - private double 能量系数 => 0.75 * Level; + private double 能量系数 => 1.05 * Level; public override void OnSkillCasted(Character caster, List enemys, List teammates, Dictionary others) { diff --git a/OshimaModules/Skills/Yang/魔法震荡.cs b/OshimaModules/Skills/Yang/魔法震荡.cs index e5bd3b2..d80a765 100644 --- a/OshimaModules/Skills/Yang/魔法震荡.cs +++ b/OshimaModules/Skills/Yang/魔法震荡.cs @@ -1,6 +1,6 @@ using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; -using Oshima.FunGame.OshimaModules.Effects; +using Oshima.FunGame.OshimaModules.Effects.SkillEffects; namespace Oshima.FunGame.OshimaModules.Skills {