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synced 2025-04-21 19:49:34 +08:00
添加简略版角色信息
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@ -1283,32 +1283,32 @@ namespace Milimoe.FunGame.Core.Entity
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builder.AppendLine("== 装备栏 ==");
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if (EquipSlot.MagicCardPack != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
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builder.AppendLine(EquipSlot.MagicCardPack.Description);
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}
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if (EquipSlot.Weapon != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
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builder.AppendLine(EquipSlot.Weapon.Description);
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}
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if (EquipSlot.Armor != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
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builder.AppendLine(EquipSlot.Armor.Description);
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}
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if (EquipSlot.Shoes != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
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builder.AppendLine(EquipSlot.Shoes.Description);
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}
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if (EquipSlot.Accessory1 != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
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builder.AppendLine(EquipSlot.Accessory1.Description);
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}
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if (EquipSlot.Accessory2 != null)
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{
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builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name);
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name);
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builder.AppendLine(EquipSlot.Accessory2.Description);
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}
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}
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@ -1334,6 +1334,98 @@ namespace Milimoe.FunGame.Core.Entity
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return builder.ToString();
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}
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/// <summary>
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/// 获取角色的简略信息
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/// </summary>
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/// <returns></returns>
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public string GetSimpleInfo(bool showUser = true, bool showGrowth = true)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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builder.AppendLine($"能量值:{EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}");
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double exATK = ExATK + ExATK2;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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double exDEF = ExDEF + ExDEF2;
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builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)");
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double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary +
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MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
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if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
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builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
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double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
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builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
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builder.AppendLine($"核心属性:{CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)}");
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builder.AppendLine($"力量:{STR:0.##}" + (ExSTR != 0 ? $" [{BaseSTR:0.##} {(ExSTR >= 0 ? "+" : "-")} {Math.Abs(ExSTR):0.##}]" : "") + (showGrowth ? $"({(STRGrowth >= 0 ? "+" : "-")}{Math.Abs(STRGrowth)}/Lv)" : ""));
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builder.AppendLine($"敏捷:{AGI:0.##}" + (ExAGI != 0 ? $" [{BaseAGI:0.##} {(ExAGI >= 0 ? "+" : "-")} {Math.Abs(ExAGI):0.##}]" : "") + (showGrowth ? $"({(AGIGrowth >= 0 ? "+" : "-")}{Math.Abs(AGIGrowth)}/Lv)" : ""));
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builder.AppendLine($"智力:{INT:0.##}" + (ExINT != 0 ? $" [{BaseINT:0.##} {(ExINT >= 0 ? "+" : "-")} {Math.Abs(ExINT):0.##}]" : "") + (showGrowth ? $"({(INTGrowth >= 0 ? "+" : "-")}{Math.Abs(INTGrowth)}/Lv)" : ""));
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builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * 0.25:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
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builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * 0.1:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("角色是无敌的");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("角色是不可选中的");
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}
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if (Skills.Count > 0)
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{
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builder.AppendLine("== 角色技能 ==");
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builder.AppendLine(string.Join(",", Skills.Select(s => s.Name)));
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}
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if (EquipSlot.Any())
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{
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builder.AppendLine("== 已装备槽位 ==");
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List<EquipSlotType> types = [];
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if (EquipSlot.MagicCardPack != null)
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{
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types.Add(EquipSlotType.MagicCardPack);
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}
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if (EquipSlot.Weapon != null)
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{
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types.Add(EquipSlotType.Weapon);
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}
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if (EquipSlot.Armor != null)
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{
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types.Add(EquipSlotType.Armor);
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}
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if (EquipSlot.Shoes != null)
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{
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types.Add(EquipSlotType.Shoes);
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}
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if (EquipSlot.Accessory1 != null)
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{
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types.Add(EquipSlotType.Accessory1);
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}
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if (EquipSlot.Accessory2 != null)
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{
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types.Add(EquipSlotType.Accessory2);
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}
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builder.AppendLine(string.Join(",", types.Select(ItemSet.GetEquipSlotTypeName)));
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}
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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builder.Append(string.Join(",", Effects.Select(e => e.Name)));
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取战斗状态的信息
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/// </summary>
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@ -1382,6 +1474,35 @@ namespace Milimoe.FunGame.Core.Entity
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return builder.ToString();
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}
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/// <summary>
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/// 获取战斗状态的信息(简略版)
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/// </summary>
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/// <param name="hardnessTimes"></param>
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/// <returns></returns>
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public string GetSimpleInBattleInfo(double hardnessTimes)
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{
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StringBuilder builder = new();
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builder.AppendLine(ToStringWithLevel());
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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builder.AppendLine($"能量值:{EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}");
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double exATK = ExATK + ExATK2;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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builder.AppendLine($"核心属性:{PrimaryAttributeValue:0.##}" + (ExPrimaryAttributeValue != 0 ? $" [{BasePrimaryAttributeValue:0.##} {(ExPrimaryAttributeValue >= 0 ? "+" : "-")} {Math.Abs(ExPrimaryAttributeValue):0.##}]" : ""));
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builder.AppendLine($"硬直时间:{hardnessTimes:0.##}");
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if (Effects.Count > 0)
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{
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builder.AppendLine("== 状态栏 ==");
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builder.Append(string.Join(",", Effects.Select(e => e.Name)));
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}
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return builder.ToString();
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}
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/// <summary>
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/// 更新角色的状态
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/// </summary>
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