mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-08-02 03:52:59 +00:00
部分特效的参数应该大于0;小于的0的参数视为减少
This commit is contained in:
parent
263dc6549b
commit
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@ -4,6 +4,7 @@ using Microsoft.Extensions.Logging;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.Core.Configs;
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using Oshima.Core.Models;
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using Oshima.Core.Utils;
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using Oshima.FunGame.OshimaModules.Skills;
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@ -452,6 +453,17 @@ namespace Oshima.Core.Controllers
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return NetworkUtility.JsonSerialize("");
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}
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[HttpGet("reload")]
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public string Relaod([FromQuery] long? master = null)
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{
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if (master != null && master == GeneralSettings.Master)
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{
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FunGameSimulation.Reload();
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return NetworkUtility.JsonSerialize("FunGame已重新加载。");
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}
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return NetworkUtility.JsonSerialize("提供的参数不正确。");
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}
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[HttpPost("post")]
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public string PostName([FromBody] string name)
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{
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@ -816,6 +816,18 @@ namespace Oshima.Core.Utils
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Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之霞(), new 次元上升(), new 暗物质(), new 回复术(), new 治愈术()]);
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}
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public static void Reload()
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{
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Characters.Clear();
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CharacterStatistics.Clear();
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TeamCharacterStatistics.Clear();
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Items.Clear();
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Skills.Clear();
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Magics.Clear();
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InitCharacter();
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}
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public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards
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{
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get
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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("ep", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep))
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep) && ep > 0)
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{
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实际获得 = ep;
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}
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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp) && hp > 0)
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{
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实际回复 = hp;
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}
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@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp) && hp > 0)
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{
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回复比例 = hp;
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}
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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp) && mp > 0)
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{
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实际回复 = mp;
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}
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@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
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if (Values.Count > 0)
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{
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string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
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if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp) && mp > 0)
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{
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回复比例 = mp;
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}
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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 => $"增加角色 {实际加成 * 100:0.##}% 加速系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExAGI;
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public override string Name => "敏捷加成";
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public override string Description => $"增加角色 {实际加成:0.##} 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点敏捷。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成:0.##} 点攻击力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点攻击力。" + (Source != null && Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 && Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成 * 100:0.##}% 行动系数。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成 * 100:0.##}% 冷却缩减。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成 * 100:0.##}% 暴击伤害。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成 * 100:0.##}% 暴击率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {实际加成:0.##} 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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";
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public override string Description => $"增加角色 {实际加成 * 100:0.##}% 闪避率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##}% 闪避率。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExHR;
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public override string Name => "生命回复加成";
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public override string Description => $"增加角色 {实际加成:0.##} 点生命回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##} 点生命回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExINT;
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public override string Name => "智力加成";
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public override string Description => $"增加角色 {实际加成:0.##} 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##} 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExINT2;
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public override string Name => "智力加成";
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public override string Description => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##} ] 点智力。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExMDF;
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public override string Name => "魔法抗性加成";
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public override string Description => $"增加角色 {实际加成 * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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.ExMR;
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public override string Name => "魔法回复加成";
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public override string Description => $"增加角色 {实际加成:0.##} 点魔法回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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.##} 点魔法回复。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
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public override EffectType EffectType => EffectType.Item;
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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
|
||||
{
|
||||
public override long Id => (long)EffectID.ExMaxHP;
|
||||
public override string Name => "最大生命值加成";
|
||||
public override string Description => $"增加角色 {实际加成:0.##} 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大生命值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {实际加成:0.##} 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点最大魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {实际加成 * 100:0.##}% 物理伤害减免。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {实际加成:0.##} 点行动速度。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {实际加成:0.##} 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
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 => $"增加角色 {加成比例 * 100:0.##}% [ {实际加成:0.##} ] 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
private readonly double 加成比例 = 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 => $"增加角色 {实际加成 * 100:0.##}% 魔法穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
@ -29,7 +29,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
if (Values.Count > 0)
|
||||
{
|
||||
string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr))
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr) && nahtr > 0)
|
||||
{
|
||||
实际硬直时间减少 = nahtr;
|
||||
}
|
||||
|
@ -29,7 +29,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
if (Values.Count > 0)
|
||||
{
|
||||
string key = Values.Keys.FirstOrDefault(s => s.Equals("nahtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr))
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double nahtr) && nahtr > 0)
|
||||
{
|
||||
减少比例 = nahtr;
|
||||
}
|
||||
|
@ -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 => $"增加角色 {实际加成 * 100:0.##}% 物理穿透。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.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 ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
|
||||
public override EffectType EffectType => EffectType.Item;
|
||||
|
||||
private readonly double 实际加成 = 0;
|
||||
|
@ -45,7 +45,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
if (Values.Count > 0)
|
||||
{
|
||||
string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr))
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr) && shtr > 0)
|
||||
{
|
||||
实际硬直时间减少 = shtr;
|
||||
}
|
||||
|
@ -45,7 +45,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
|
||||
if (Values.Count > 0)
|
||||
{
|
||||
string key = Values.Keys.FirstOrDefault(s => s.Equals("shtr", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr))
|
||||
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double shtr) && shtr > 0)
|
||||
{
|
||||
减少比例 = shtr;
|
||||
}
|
||||
|
@ -28,4 +28,10 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="configs\oshima-studios\oshima.fungame.items.json">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
@ -1282,5 +1282,39 @@
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"路人哥的cos服": {
|
||||
"Id": 14513,
|
||||
"Name": "路人哥的cos服",
|
||||
"Description": "增加 10% 攻击力,增加 15% 魔法抗性,但是会减少 8% 物理伤害减免。",
|
||||
"BackgroundStory": "一套神秘的服饰,据说穿上后会引发未知的力量变化。",
|
||||
"ItemType": 4,
|
||||
"WeaponType": 0,
|
||||
"QualityType": 3,
|
||||
"Skills": {
|
||||
"Active": null,
|
||||
"Passives": [
|
||||
{
|
||||
"Id": 7313,
|
||||
"Name": "路人哥的cos服",
|
||||
"SkillType": 3,
|
||||
"Effects": [
|
||||
{
|
||||
"Id": 8023,
|
||||
"exatk": 0.1
|
||||
},
|
||||
{
|
||||
"Id": 8020,
|
||||
"mdftype": 0,
|
||||
"mdfvalue": 0.15
|
||||
},
|
||||
{
|
||||
"Id": 8019,
|
||||
"expdr": -0.08
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user