diff --git a/Entity/Character/Character.cs b/Entity/Character/Character.cs
index f366aff..f8eb1ff 100644
--- a/Entity/Character/Character.cs
+++ b/Entity/Character/Character.cs
@@ -1419,7 +1419,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 获取角色的简略信息
///
///
- public string GetSimpleInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false)
+ public string GetSimpleInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false, bool showBasicOnly = false)
{
StringBuilder builder = new();
@@ -1442,74 +1442,84 @@ namespace Milimoe.FunGame.Core.Entity
MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
- double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
- builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
- builder.AppendLine($"核心属性:{CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)}");
- double exSTR = ExSTR + ExSTR2;
- builder.AppendLine($"力量:{STR:0.##}" + (exSTR != 0 ? $" [{BaseSTR:0.##} {(exSTR >= 0 ? "+" : "-")} {Math.Abs(exSTR):0.##}]" : "") + (showGrowth ? $"({(STRGrowth >= 0 ? "+" : "-")}{Math.Abs(STRGrowth)}/Lv)" : ""));
- double exAGI = ExAGI + ExAGI2;
- builder.AppendLine($"敏捷:{AGI:0.##}" + (exAGI != 0 ? $" [{BaseAGI:0.##} {(exAGI >= 0 ? "+" : "-")} {Math.Abs(exAGI):0.##}]" : "") + (showGrowth ? $"({(AGIGrowth >= 0 ? "+" : "-")}{Math.Abs(AGIGrowth)}/Lv)" : ""));
- double exINT = ExINT + ExINT2;
- builder.AppendLine($"智力:{INT:0.##}" + (exINT != 0 ? $" [{BaseINT:0.##} {(exINT >= 0 ? "+" : "-")} {Math.Abs(exINT):0.##}]" : "") + (showGrowth ? $"({(INTGrowth >= 0 ? "+" : "-")}{Math.Abs(INTGrowth)}/Lv)" : ""));
+ if (showBasicOnly)
+ {
+ builder.AppendLine($"核心属性:{PrimaryAttributeValue:0.##}({CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)})");
+ }
+ else
+ {
+ double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
+ builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
+ builder.AppendLine($"核心属性:{CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)}");
+ double exSTR = ExSTR + ExSTR2;
+ builder.AppendLine($"力量:{STR:0.##}" + (exSTR != 0 ? $" [{BaseSTR:0.##} {(exSTR >= 0 ? "+" : "-")} {Math.Abs(exSTR):0.##}]" : "") + (showGrowth ? $"({(STRGrowth >= 0 ? "+" : "-")}{Math.Abs(STRGrowth)}/Lv)" : ""));
+ double exAGI = ExAGI + ExAGI2;
+ builder.AppendLine($"敏捷:{AGI:0.##}" + (exAGI != 0 ? $" [{BaseAGI:0.##} {(exAGI >= 0 ? "+" : "-")} {Math.Abs(exAGI):0.##}]" : "") + (showGrowth ? $"({(AGIGrowth >= 0 ? "+" : "-")}{Math.Abs(AGIGrowth)}/Lv)" : ""));
+ double exINT = ExINT + ExINT2;
+ builder.AppendLine($"智力:{INT:0.##}" + (exINT != 0 ? $" [{BaseINT:0.##} {(exINT >= 0 ? "+" : "-")} {Math.Abs(exINT):0.##}]" : "") + (showGrowth ? $"({(INTGrowth >= 0 ? "+" : "-")}{Math.Abs(INTGrowth)}/Lv)" : ""));
+ }
builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
- if (CharacterState != CharacterState.Actionable)
+ if (!showBasicOnly)
{
- builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
- }
+ if (CharacterState != CharacterState.Actionable)
+ {
+ builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
+ }
- if (IsNeutral)
- {
- builder.AppendLine("角色是无敌的");
- }
+ if (IsNeutral)
+ {
+ builder.AppendLine("角色是无敌的");
+ }
- if (IsUnselectable)
- {
- builder.AppendLine("角色是不可选中的");
- }
+ if (IsUnselectable)
+ {
+ builder.AppendLine("角色是不可选中的");
+ }
- if (Skills.Count > 0)
- {
- builder.AppendLine("== 角色技能 ==");
- builder.AppendLine(string.Join(",", Skills.Select(s => s.Name)));
- }
+ if (Skills.Count > 0)
+ {
+ builder.AppendLine("== 角色技能 ==");
+ builder.AppendLine(string.Join(",", Skills.Select(s => s.Name)));
+ }
- if (EquipSlot.Any())
- {
- builder.AppendLine("== 已装备槽位 ==");
- List types = [];
- if (EquipSlot.MagicCardPack != null)
+ if (EquipSlot.Any())
{
- types.Add(EquipSlotType.MagicCardPack);
+ builder.AppendLine("== 已装备槽位 ==");
+ List types = [];
+ if (EquipSlot.MagicCardPack != null)
+ {
+ types.Add(EquipSlotType.MagicCardPack);
+ }
+ if (EquipSlot.Weapon != null)
+ {
+ types.Add(EquipSlotType.Weapon);
+ }
+ if (EquipSlot.Armor != null)
+ {
+ types.Add(EquipSlotType.Armor);
+ }
+ if (EquipSlot.Shoes != null)
+ {
+ types.Add(EquipSlotType.Shoes);
+ }
+ if (EquipSlot.Accessory1 != null)
+ {
+ types.Add(EquipSlotType.Accessory1);
+ }
+ if (EquipSlot.Accessory2 != null)
+ {
+ types.Add(EquipSlotType.Accessory2);
+ }
+ builder.AppendLine(string.Join(",", types.Select(ItemSet.GetEquipSlotTypeName)));
}
- if (EquipSlot.Weapon != null)
- {
- types.Add(EquipSlotType.Weapon);
- }
- if (EquipSlot.Armor != null)
- {
- types.Add(EquipSlotType.Armor);
- }
- if (EquipSlot.Shoes != null)
- {
- types.Add(EquipSlotType.Shoes);
- }
- if (EquipSlot.Accessory1 != null)
- {
- types.Add(EquipSlotType.Accessory1);
- }
- if (EquipSlot.Accessory2 != null)
- {
- types.Add(EquipSlotType.Accessory2);
- }
- builder.AppendLine(string.Join(",", types.Select(ItemSet.GetEquipSlotTypeName)));
- }
- if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
- {
- builder.AppendLine("== 状态栏 ==");
- builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name)));
+ if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
+ {
+ builder.AppendLine("== 状态栏 ==");
+ builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name)));
+ }
}
return builder.ToString();