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https://github.com/project-redbud/FunGame-Core.git
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添加额外等级;添加全能决策点配额;优化提示信息
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@ -125,13 +125,14 @@ namespace Milimoe.FunGame.Core.Entity
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{
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get
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{
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return field >= 1 ? field : 1;
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return Math.Max(1, field + ExLevel);
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}
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set
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{
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int past = field;
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field = Math.Min(Math.Max(1, value), GameplayEquilibriumConstant.MaxLevel);
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if (past != field)
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int level = field + ExLevel;
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if (past != level)
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{
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OnAttributeChanged();
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Recovery();
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@ -139,6 +140,11 @@ namespace Milimoe.FunGame.Core.Entity
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}
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}
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/// <summary>
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/// 额外等级
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/// </summary>
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public int ExLevel { get; set; } = 0;
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/// <summary>
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/// 经验值
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/// </summary>
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@ -2003,6 +2009,7 @@ namespace Milimoe.FunGame.Core.Entity
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Promotion = Promotion,
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PrimaryAttribute = PrimaryAttribute,
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Level = Level,
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ExLevel = ExLevel,
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LevelBreak = LevelBreak,
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EXP = EXP,
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InitialHP = InitialHP,
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@ -2116,6 +2123,7 @@ namespace Milimoe.FunGame.Core.Entity
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Promotion = c.Promotion;
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PrimaryAttribute = c.PrimaryAttribute;
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Level = c.Level;
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ExLevel = c.ExLevel;
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LevelBreak = c.LevelBreak;
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EXP = c.EXP;
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CharacterState = c.CharacterState;
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@ -56,7 +56,7 @@ namespace Milimoe.FunGame.Core.Entity
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{
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get
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{
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return Math.Max(0, field);
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return Math.Max(0, field + ExLevel);
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}
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set
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{
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@ -66,6 +66,11 @@ namespace Milimoe.FunGame.Core.Entity
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}
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}
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/// <summary>
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/// 额外等级
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/// </summary>
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public int ExLevel { get; set; } = 0;
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/// <summary>
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/// 技能类型 [ 此项为最高优先级 ]
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/// </summary>
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@ -59,6 +59,9 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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case nameof(Character.Level):
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result.Level = reader.GetInt32();
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break;
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case nameof(Character.ExLevel):
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result.ExLevel = reader.GetInt32();
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break;
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case nameof(Character.LevelBreak):
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result.LevelBreak = reader.GetInt32();
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break;
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@ -267,6 +270,7 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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writer.WriteNumber(nameof(Character.Promotion), value.Promotion);
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writer.WriteNumber(nameof(Character.PrimaryAttribute), (int)value.PrimaryAttribute);
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writer.WriteNumber(nameof(Character.Level), value.Level);
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writer.WriteNumber(nameof(Character.ExLevel), value.ExLevel);
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writer.WriteNumber(nameof(Character.LevelBreak), value.LevelBreak);
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writer.WriteNumber(nameof(Character.EXP), value.EXP);
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writer.WriteBoolean(nameof(Character.IsNeutral), value.IsNeutral);
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@ -41,6 +41,9 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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case nameof(Skill.Level):
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result.Level = reader.GetInt32();
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break;
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case nameof(Skill.ExLevel):
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result.ExLevel = reader.GetInt32();
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break;
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case nameof(Skill.CastAnywhere):
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result.CastAnywhere = reader.GetBoolean();
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break;
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@ -143,6 +146,7 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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if (value.GeneralDescription.Length > 0) writer.WriteString(nameof(Skill.GeneralDescription), value.GeneralDescription);
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if (value.Slogan.Length > 0) writer.WriteString(nameof(Skill.Slogan), value.Slogan);
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if (value.Level > 0) writer.WriteNumber(nameof(Skill.Level), value.Level);
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if (value.ExLevel > 0) writer.WriteNumber(nameof(Skill.ExLevel), value.ExLevel);
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writer.WriteBoolean(nameof(Skill.CastAnywhere), value.CastAnywhere);
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writer.WriteNumber(nameof(Skill.CastRange), value.CastRange);
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if (value.CanSelectSelf) writer.WriteBoolean(nameof(Skill.CanSelectSelf), value.CanSelectSelf);
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@ -1,4 +1,5 @@
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using System.Text.Json.Serialization;
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using System.Text;
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using System.Text.Json.Serialization;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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@ -52,15 +53,51 @@ namespace Milimoe.FunGame.Core.Model
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/// </summary>
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public int ActionsTaken { get; set; } = 0;
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// 回合内的临时决策点配额加成
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private int _tempActionQuotaNormalAttack = 0;
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private int _tempActionQuotaSuperSkill = 0;
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private int _tempActionQuotaSkill = 0;
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private int _tempActionQuotaItem = 0;
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private int _tempActionQuotaOther = 0;
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/// <summary>
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/// 本回合已使用的决策点
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/// </summary>
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public int DecisionPointsCost { get; set; } = 0;
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/// <summary>
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/// 获取当前决策点配额
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/// 临时全能决策点配额加成
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/// </summary>
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public int TempActionQuotaAllRound => _tempActionQuotaAllRound.Values.Sum();
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/// <summary>
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/// 临时普通攻击决策点配额加成
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/// </summary>
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public int TempActionQuotaNormalAttack => _tempActionQuotaNormalAttack.Values.Sum();
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/// <summary>
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/// 临时爆发技决策点配额加成
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/// </summary>
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public int TempActionQuotaSuperSkill => _tempActionQuotaSuperSkill.Values.Sum();
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/// <summary>
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/// 临时战技决策点配额加成
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/// </summary>
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public int TempActionQuotaSkill => _tempActionQuotaSkill.Values.Sum();
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/// <summary>
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/// 临时使用物品决策点配额加成
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/// </summary>
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public int TempActionQuotaItem => _tempActionQuotaItem.Values.Sum();
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/// <summary>
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/// 临时其他决策点配额加成
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/// </summary>
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public int TempActionQuotaOther => _tempActionQuotaOther.Values.Sum();
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// 回合内的临时决策点配额加成
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private readonly Dictionary<Effect, int> _tempActionQuotaAllRound = [];
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private readonly Dictionary<Effect, int> _tempActionQuotaNormalAttack = [];
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private readonly Dictionary<Effect, int> _tempActionQuotaSuperSkill = [];
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private readonly Dictionary<Effect, int> _tempActionQuotaSkill = [];
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private readonly Dictionary<Effect, int> _tempActionQuotaItem = [];
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private readonly Dictionary<Effect, int> _tempActionQuotaOther = [];
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/// <summary>
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/// 获取决策点配额
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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@ -70,12 +107,12 @@ namespace Milimoe.FunGame.Core.Model
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{
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return type switch
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{
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CharacterActionType.NormalAttack => GameplayEquilibriumConstant.ActionQuotaNormalAttack + _tempActionQuotaNormalAttack,
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CharacterActionType.CastSuperSkill => GameplayEquilibriumConstant.ActionQuotaSuperSkill + _tempActionQuotaSuperSkill,
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CharacterActionType.CastSkill => GameplayEquilibriumConstant.ActionQuotaSkill + _tempActionQuotaSkill,
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CharacterActionType.NormalAttack => GameplayEquilibriumConstant.ActionQuotaNormalAttack + TempActionQuotaNormalAttack + TempActionQuotaAllRound,
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CharacterActionType.CastSuperSkill => GameplayEquilibriumConstant.ActionQuotaSuperSkill + TempActionQuotaSuperSkill + TempActionQuotaAllRound,
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CharacterActionType.CastSkill => GameplayEquilibriumConstant.ActionQuotaSkill + TempActionQuotaSkill + TempActionQuotaAllRound,
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CharacterActionType.PreCastSkill => GameplayEquilibriumConstant.ActionQuotaMagic,
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CharacterActionType.UseItem => GameplayEquilibriumConstant.ActionQuotaItem + _tempActionQuotaItem,
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_ => GameplayEquilibriumConstant.ActionQuotaOther + _tempActionQuotaOther,
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CharacterActionType.UseItem => GameplayEquilibriumConstant.ActionQuotaItem + TempActionQuotaItem + TempActionQuotaAllRound,
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_ => GameplayEquilibriumConstant.ActionQuotaOther + TempActionQuotaOther + TempActionQuotaAllRound,
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};
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}
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}
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@ -83,28 +120,21 @@ namespace Milimoe.FunGame.Core.Model
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/// <summary>
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/// 添加临时决策点配额 [ 回合结束时清除 ]
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/// </summary>
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/// <param name="effect"></param>
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/// <param name="type"></param>
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/// <param name="add"></param>
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public void AddTempActionQuota(CharacterActionType type, int add = 1)
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public void AddTempActionQuota(Effect effect, CharacterActionType? type = null, int add = 1)
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{
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switch (type)
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Dictionary<Effect, int> dict = type switch
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{
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case CharacterActionType.NormalAttack:
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_tempActionQuotaNormalAttack += add;
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break;
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case CharacterActionType.CastSkill:
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_tempActionQuotaSkill += add;
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break;
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case CharacterActionType.CastSuperSkill:
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_tempActionQuotaSuperSkill += add;
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break;
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case CharacterActionType.UseItem:
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_tempActionQuotaItem += add;
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break;
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default:
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_tempActionQuotaOther += add;
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break;
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}
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null => _tempActionQuotaAllRound,
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CharacterActionType.NormalAttack => _tempActionQuotaNormalAttack,
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CharacterActionType.CastSkill => _tempActionQuotaSkill,
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CharacterActionType.CastSuperSkill => _tempActionQuotaSuperSkill,
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CharacterActionType.UseItem => _tempActionQuotaItem,
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_ => _tempActionQuotaOther
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};
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dict[effect] = dict.GetValueOrDefault(effect) + add;
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}
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/// <summary>
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@ -112,25 +142,28 @@ namespace Milimoe.FunGame.Core.Model
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/// </summary>
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public void ClearTempActionQuota()
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{
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_tempActionQuotaNormalAttack = 0;
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_tempActionQuotaSuperSkill = 0;
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_tempActionQuotaSkill = 0;
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_tempActionQuotaItem = 0;
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_tempActionQuotaOther = 0;
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_tempActionQuotaAllRound.Clear();
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_tempActionQuotaNormalAttack.Clear();
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_tempActionQuotaSuperSkill.Clear();
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_tempActionQuotaSkill.Clear();
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_tempActionQuotaItem.Clear();
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_tempActionQuotaOther.Clear();
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}
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/// <summary>
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/// 累计行动类型和次数
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/// </summary>
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/// <param name="type"></param>
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/// <param name="skill"></param>
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/// <param name="addActionTaken"></param>
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public void AddActionType(CharacterActionType type, bool addActionTaken = true)
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public void AddActionType(CharacterActionType type, Skill? skill = null, bool addActionTaken = true)
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{
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if (addActionTaken) ActionsTaken++;
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if (!ActionTypes.TryAdd(type, 1))
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{
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ActionTypes[type]++;
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}
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DecisionPointsCost += GetActionPointCost(type, skill);
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}
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/// <summary>
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@ -165,5 +198,30 @@ namespace Milimoe.FunGame.Core.Model
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_ => GameplayEquilibriumConstant.DecisionPointsCostOther
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};
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}
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/// <summary>
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/// 获取当前决策点信息
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/// </summary>
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/// <returns></returns>
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public string GetDecisionPointsInfo()
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{
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StringBuilder builder = new();
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builder.AppendLine($"===[ 决策点信息 ]===");
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builder.AppendLine($"当前决策点:{CurrentDecisionPoints} / {MaxDecisionPoints}");
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builder.AppendLine($"普通攻击决策点配额:{this[CharacterActionType.NormalAttack] - ActionTypes.GetValueOrDefault(CharacterActionType.NormalAttack)} / {this[CharacterActionType.NormalAttack]}");
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builder.AppendLine($"战技决策点配额:{this[CharacterActionType.CastSkill] - ActionTypes.GetValueOrDefault(CharacterActionType.CastSkill)} / {this[CharacterActionType.CastSkill]}");
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builder.AppendLine($"魔法决策点配额:{this[CharacterActionType.PreCastSkill] - ActionTypes.GetValueOrDefault(CharacterActionType.PreCastSkill)} / {this[CharacterActionType.PreCastSkill]}");
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builder.AppendLine($"爆发技决策点配额:{this[CharacterActionType.CastSuperSkill] - ActionTypes.GetValueOrDefault(CharacterActionType.CastSuperSkill)} / {this[CharacterActionType.CastSuperSkill]}");
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builder.AppendLine($"使用物品决策点配额:{this[CharacterActionType.UseItem] - ActionTypes.GetValueOrDefault(CharacterActionType.UseItem)} / {this[CharacterActionType.UseItem]}");
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if (_tempActionQuotaAllRound.Count > 0)
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{
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builder.AppendLine($"全能决策点配额:你拥有以下全能决策点配额加成并已自动计入每个行动决策所需的配额中。");
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builder.AppendLine(string.Join("\r\n", _tempActionQuotaAllRound.Select(kv => $"{kv.Key.Name}:{kv.Value}")));
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}
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return builder.ToString();
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}
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}
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}
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@ -909,6 +909,7 @@ namespace Milimoe.FunGame.Core.Model
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effect.RemainDuration = 0;
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character.Effects.Remove(effect);
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effect.OnEffectLost(character);
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WriteLine($"[ {character} ] 失去了 [ {effect.Name} ] 效果。");
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}
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else
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{
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@ -1346,15 +1347,15 @@ namespace Milimoe.FunGame.Core.Model
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character.CharacterState == CharacterState.BattleRestricted ||
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character.CharacterState == CharacterState.AttackRestricted))
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 状态为:{CharacterSet.GetCharacterState(character.CharacterState)},无法使用普通攻击!");
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if (IsDebug) WriteLine($"[ {character} ] 的状态为:{CharacterSet.GetCharacterState(character.CharacterState)},无法使用普通攻击!");
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}
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else if (dp.CurrentDecisionPoints < costDP)
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 决策点不足,无法使用普通攻击!");
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if (IsDebug) WriteLine($"[ {character} ] 想要发起普通攻击,但决策点不足,无法使用普通攻击!");
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}
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else if (!dp.CheckActionTypeQuota(CharacterActionType.NormalAttack))
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 该回合使用普通攻击的次数已超过决策点配额,无法再次使用普通攻击!");
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if (IsDebug) WriteLine($"[ {character} ] 想要发起普通攻击,但该回合使用普通攻击的次数已超过决策点配额,无法再次使用普通攻击!");
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}
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else
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{
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@ -1418,7 +1419,7 @@ namespace Milimoe.FunGame.Core.Model
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character.CharacterState == CharacterState.BattleRestricted ||
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character.CharacterState == CharacterState.SkillRestricted))
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 状态为:{CharacterSet.GetCharacterState(character.CharacterState)},无法释放技能!");
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if (IsDebug) WriteLine($"[ {character} ] 的状态为:{CharacterSet.GetCharacterState(character.CharacterState)},无法释放技能!");
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}
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else
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{
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@ -1444,7 +1445,7 @@ namespace Milimoe.FunGame.Core.Model
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costDP = dp.GetActionPointCost(type, skill);
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if (dp.CurrentDecisionPoints < costDP)
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 决策点不足,无法释放技能!");
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if (IsDebug) WriteLine($"[ {character} ] 想要释放 [ {skill.Name} ],但决策点不足,无法释放技能!");
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}
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else if (skill.SkillType == SkillType.Magic)
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{
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@ -1479,7 +1480,7 @@ namespace Milimoe.FunGame.Core.Model
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LastRound.ActionTypes.Add(CharacterActionType.PreCastSkill);
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_stats[statsCharacter].UseDecisionPoints += costDP;
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_stats[statsCharacter].TurnDecisions++;
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dp.AddActionType(CharacterActionType.PreCastSkill);
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dp.AddActionType(CharacterActionType.PreCastSkill, skill);
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dp.CurrentDecisionPoints -= costDP;
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decided = true;
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endTurn = true;
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@ -1507,15 +1508,15 @@ namespace Milimoe.FunGame.Core.Model
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}
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else if (skill is CourageCommandSkill && dp.CourageCommandSkill)
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 该回合已经使用过勇气指令,无法再次使用勇气指令!");
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if (IsDebug) WriteLine($"[ {character} ] 想要释放 [ {skill.Name} ],但该回合已经使用过勇气指令,无法再次使用勇气指令!");
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}
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else if (skill is not CourageCommandSkill && !skill.IsSuperSkill && !dp.CheckActionTypeQuota(CharacterActionType.CastSkill))
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 该回合使用战技的次数已超过决策点配额,无法再次使用战技!");
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if (IsDebug) WriteLine($"[ {character} ] 想要释放 [ {skill.Name} ],但该回合使用战技的次数已超过决策点配额,无法再次使用战技!");
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}
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else if (skill is not CourageCommandSkill && skill.IsSuperSkill && !dp.CheckActionTypeQuota(CharacterActionType.CastSuperSkill))
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 该回合使用爆发技的次数已超过决策点配额,无法再次使用爆发技!");
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if (IsDebug) WriteLine($"[ {character} ] 想要释放 [ {skill.Name} ],但该回合使用爆发技的次数已超过决策点配额,无法再次使用爆发技!");
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}
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else
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{
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@ -1553,7 +1554,7 @@ namespace Milimoe.FunGame.Core.Model
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{
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_stats[statsCharacter].UseDecisionPoints += costDP;
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_stats[statsCharacter].TurnDecisions++;
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dp.AddActionType(skillType);
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dp.AddActionType(skillType, skill);
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dp.CurrentDecisionPoints -= costDP;
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}
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else
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@ -1799,11 +1800,11 @@ namespace Milimoe.FunGame.Core.Model
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}
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if (dp.CurrentDecisionPoints < costDP)
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{
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if (IsDebug) WriteLine($"角色 [ {character} ] 决策点不足,无法使用物品!");
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if (IsDebug) WriteLine($"[ {character} ] 想要使用物品 [ {item.Name} ],但决策点不足,无法使用物品!");
|
||||
}
|
||||
else if (!dp.CheckActionTypeQuota(CharacterActionType.UseItem))
|
||||
{
|
||||
if (IsDebug) WriteLine($"角色 [ {character} ] 该回合使用物品的次数已超过决策点配额,无法再使用物品!");
|
||||
if (IsDebug) WriteLine($"[ {character} ] 想要使用物品 [ {item.Name} ],但该回合使用物品的次数已超过决策点配额,无法再使用物品!");
|
||||
}
|
||||
else if (UseItem(item, character, dp, enemys, teammates, castRange, allEnemys, allTeammates, aiDecision))
|
||||
{
|
||||
@ -1834,7 +1835,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
}
|
||||
else
|
||||
{
|
||||
if (baseTime == 0) baseTime += 8;
|
||||
if (baseTime == 0) baseTime += 7;
|
||||
decided = true;
|
||||
endTurn = true;
|
||||
WriteLine($"[ {character} ] 完全行动不能!");
|
||||
@ -1849,7 +1850,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
if (!decided && (isAI || cancelTimes == 0))
|
||||
{
|
||||
endTurn = true;
|
||||
baseTime += 5;
|
||||
baseTime += 4;
|
||||
type = CharacterActionType.EndTurn;
|
||||
}
|
||||
|
||||
@ -1878,7 +1879,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
|
||||
if (character.CharacterState != CharacterState.Casting && dp.ActionsHardnessTime.Count > 0)
|
||||
{
|
||||
baseTime = dp.ActionsTaken > 1 ? (dp.ActionsHardnessTime.Max() + dp.ActionsTaken) : dp.ActionsHardnessTime.Max();
|
||||
baseTime = dp.ActionsTaken > 1 ? (dp.ActionsHardnessTime.Max() + dp.DecisionPointsCost) : dp.ActionsHardnessTime.Max();
|
||||
}
|
||||
|
||||
if (character.Master is null)
|
||||
@ -1952,6 +1953,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
effect.RemainDurationTurn = 0;
|
||||
character.Effects.Remove(effect);
|
||||
effect.OnEffectLost(character);
|
||||
WriteLine($"[ {character} ] 失去了 [ {effect.Name} ] 效果。");
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2778,7 +2780,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
|
||||
bool isDead = target.HP <= 0;
|
||||
List<string> healStrings = [];
|
||||
healStrings.Add($"{heal:0.##}(基础)");
|
||||
healStrings.Add($"{heal:0.##}({(skill is null ? $"生命偷取:{actor.Lifesteal * 100:0.##}%" : skill.Name)})");
|
||||
|
||||
if (triggerEffects)
|
||||
{
|
||||
@ -3742,7 +3744,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
character.CharacterState == CharacterState.ActionRestricted ||
|
||||
character.CharacterState == CharacterState.BattleRestricted)
|
||||
{
|
||||
baseTime += 3;
|
||||
baseTime += 2;
|
||||
WriteLine($"[ {character} ] {CharacterSet.GetCharacterState(character.CharacterState)},放弃行动将额外获得 3 {GameplayEquilibriumConstant.InGameTime}硬直时间!");
|
||||
}
|
||||
}
|
||||
@ -3771,6 +3773,7 @@ namespace Milimoe.FunGame.Core.Model
|
||||
dp.ActionsHardnessTime.Clear();
|
||||
dp.ActionTypes.Clear();
|
||||
dp.ActionsTaken = 0;
|
||||
dp.DecisionPointsCost = 0;
|
||||
|
||||
// 根据角色状态补充决策点
|
||||
int pointsToAdd;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user