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:
milimoe 2024-11-10 16:36:31 +08:00
parent 263dc6549b
commit f07401af3c
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
40 changed files with 100 additions and 36 deletions

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@ -4,6 +4,7 @@ using Microsoft.Extensions.Logging;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.Core.Configs;
using Oshima.Core.Models;
using Oshima.Core.Utils;
using Oshima.FunGame.OshimaModules.Skills;
@ -452,6 +453,17 @@ namespace Oshima.Core.Controllers
return NetworkUtility.JsonSerialize("");
}
[HttpGet("reload")]
public string Relaod([FromQuery] long? master = null)
{
if (master != null && master == GeneralSettings.Master)
{
FunGameSimulation.Reload();
return NetworkUtility.JsonSerialize("FunGame已重新加载。");
}
return NetworkUtility.JsonSerialize("提供的参数不正确。");
}
[HttpPost("post")]
public string PostName([FromBody] string name)
{

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@ -816,6 +816,18 @@ namespace Oshima.Core.Utils
Magics.AddRange([new (), new (), new (), new (), new (), new (), new (), new (), new (), new ()]);
}
public static void Reload()
{
Characters.Clear();
CharacterStatistics.Clear();
TeamCharacterStatistics.Clear();
Items.Clear();
Skills.Clear();
Magics.Clear();
InitCharacter();
}
public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards
{
get

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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("ep", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep))
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double ep) && ep > 0)
{
= ep;
}

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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp) && hp > 0)
{
= hp;
}

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@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("hp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp))
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double hp) && hp > 0)
{
= hp;
}

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@ -20,7 +20,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp) && mp > 0)
{
= mp;
}

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@ -21,7 +21,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
if (Values.Count > 0)
{
string key = Values.Keys.FirstOrDefault(s => s.Equals("mp", StringComparison.CurrentCultureIgnoreCase)) ?? "";
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp))
if (key.Length > 0 && double.TryParse(Values[key].ToString(), out double mp) && mp > 0)
{
= mp;
}

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.AccelerationCoefficient;
public override string Name => "加速系数加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExAGI;
public override string Name => "敏捷加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExAGI2;
public override string Name => "敏捷加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExATK;
public override string Name => "攻击力加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExATK2;
public override string Name => "攻击力加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExActionCoefficient;
public override string Name => "行动系数加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCDR;
public override string Name => "冷却缩减加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCritDMG;
public override string Name => "暴击伤害加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExCritRate;
public override string Name => "暴击率加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExDEF;
public override string Name => "物理护甲加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExDEF2;
public override string Name => "物理护甲加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExEvadeRate;
public override string Name => "闪避率加成";
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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExHR;
public override string Name => "生命回复加成";
public override string Description => $"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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExINT;
public override string Name => "智力加成";
public override string Description => $"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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExINT2;
public override string Name => "智力加成";
public override string Description => $"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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMDF;
public override string Name => "魔法抗性加成";
public override string Description => $"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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
{
public override long Id => (long)EffectID.ExMR;
public override string Name => "魔法回复加成";
public override string Description => $"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} ]" : "") : "");
public override string Description => $"{(实际加成 >= 0 ? "" : "")}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} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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 ? "" : "")}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 = 0;

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@ -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)
{
= nahtr;
}

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@ -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)
{
= nahtr;
}

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@ -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 ? "" : "")}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 = 0;

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@ -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)
{
= shtr;
}

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@ -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)
{
= shtr;
}

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@ -28,4 +28,10 @@
</Reference>
</ItemGroup>
<ItemGroup>
<None Update="configs\oshima-studios\oshima.fungame.items.json">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>

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@ -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
}
]
}
]
}
}
}