diff --git a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs index 5784e50..c1f2445 100644 --- a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs +++ b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs @@ -38,6 +38,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects private void Resolve(Character character, bool remove = false) { + Descriptions.Clear(); foreach (string key in Values.Keys) { string value = Values[key].ToString() ?? ""; @@ -146,7 +147,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects } } RealDynamicsValues["shtr"] = shtr; - Descriptions.Add($"减少角色的所有主动技能 {shtr:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。"); + Descriptions.Add($"{(shtr < 0 ? "增加" : "减少")}角色的所有主动技能 {Math.Abs(shtr):0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。"); } break; case "nahtr": @@ -154,14 +155,14 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { if (!remove) { - character.NormalAttack.HardnessTime -= nahtr; + character.NormalAttack.ExHardnessTime -= nahtr; } else if (RealDynamicsValues.TryGetValue("nahtr", out double current)) { - character.NormalAttack.HardnessTime += current; + character.NormalAttack.ExHardnessTime += current; } RealDynamicsValues["nahtr"] = nahtr; - Descriptions.Add($"减少角色的普通攻击 {nahtr:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。"); + Descriptions.Add($"{(nahtr < 0 ? "增加" : "减少")}角色的普通攻击 {Math.Abs(nahtr):0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。"); } break; case "shtr2": @@ -192,7 +193,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects } } RealDynamicsValues["shtr2"] = shtr2; - Descriptions.Add($"减少角色的所有主动技能 {shtr2 * 100:0.##}% {GameplayEquilibriumConstant.InGameTime}硬直时间。"); + Descriptions.Add($"{(shtr2 < 0 ? "增加" : "减少")}角色的所有主动技能 {Math.Abs(shtr2 * 100):0.##}% 硬直时间。"); } break; case "nahtr2": @@ -200,14 +201,14 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { if (!remove) { - character.NormalAttack.HardnessTime -= character.NormalAttack.HardnessTime * nahtr2; + character.NormalAttack.ExHardnessTime2 -= nahtr2; } else if (RealDynamicsValues.TryGetValue("nahtr2", out double current)) { - character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * current; + character.NormalAttack.ExHardnessTime2 += current; } RealDynamicsValues["nahtr2"] = nahtr2; - Descriptions.Add($"减少角色的普通攻击 {nahtr2 * 100:0.##}% {GameplayEquilibriumConstant.InGameTime}硬直时间。"); + Descriptions.Add($"{(nahtr2 < 0 ? "增加" : "减少")}角色的普通攻击 {Math.Abs(nahtr2 * 100):0.##}% 硬直时间。"); } break; case "exacc": @@ -550,14 +551,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects string mdfvalueKey = Values.Keys.FirstOrDefault(s => s.Equals("mdfvalue", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (mdfvalueKey.Length > 0 && double.TryParse(Values[mdfvalueKey].ToString(), out mdfValue)) { - if (magicType == MagicType.None) - { - character.MDF.AddAllValue(mdfValue); - } - else - { - character.MDF[magicType] += mdfValue; - } + character.MDF[magicType] += mdfValue; } } else if (RealDynamicsValues.TryGetValue("mdftype", out double currentType)) @@ -565,14 +559,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects magicType = (MagicType)(int)currentType; if (RealDynamicsValues.TryGetValue("mdfvalue", out mdfValue)) { - if (magicType == MagicType.None) - { - character.MDF.AddAllValue(-mdfValue); - } - else - { - character.MDF[magicType] -= mdfValue; - } + character.MDF[magicType] -= mdfValue; } } RealDynamicsValues["mdftype"] = mdftype; @@ -580,6 +567,21 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects Descriptions.Add($"{(mdfValue >= 0 ? "增加" : "减少")}角色 {Math.Abs(mdfValue) * 100:0.##}% {CharacterSet.GetMagicResistanceName(magicType)}。"); } break; + case "exls": + if (double.TryParse(value, out double exls)) + { + if (!remove) + { + character.Lifesteal += exls; + } + else if (RealDynamicsValues.TryGetValue("exls", out double current)) + { + character.Lifesteal -= current; + } + RealDynamicsValues["exls"] = exls; + Descriptions.Add($"{(exls >= 0 ? "增加" : "减少")}角色 {Math.Abs(exls) * 100:0.##}% 生命偷取。"); + } + break; } } } diff --git a/OshimaModules/Effects/OpenEffects/ExMDF.cs b/OshimaModules/Effects/OpenEffects/ExMDF.cs index 976a3df..417cd83 100644 --- a/OshimaModules/Effects/OpenEffects/ExMDF.cs +++ b/OshimaModules/Effects/OpenEffects/ExMDF.cs @@ -23,44 +23,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { RemainDurationTurn = DurationTurn; } - switch (魔法类型) - { - case MagicType.Starmark: - case MagicType.PurityNatural: - case MagicType.PurityContemporary: - case MagicType.Bright: - case MagicType.Shadow: - case MagicType.Element: - case MagicType.Aster: - case MagicType.SpatioTemporal: - character.MDF[魔法类型] += 实际加成; - break; - case MagicType.None: - default: - character.MDF.AddAllValue(实际加成); - break; - } + character.MDF[魔法类型] += 实际加成; } public override void OnEffectLost(Character character) { - switch (魔法类型) - { - case MagicType.Starmark: - case MagicType.PurityNatural: - case MagicType.PurityContemporary: - case MagicType.Bright: - case MagicType.Shadow: - case MagicType.Element: - case MagicType.Aster: - case MagicType.SpatioTemporal: - character.MDF[魔法类型] -= 实际加成; - break; - case MagicType.None: - default: - character.MDF.AddAllValue(-实际加成); - break; - } + character.MDF[魔法类型] -= 实际加成; } public ExMDF(Skill skill, Dictionary args, Character? source = null) : base(skill, args) diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs index add94b2..ce5a86b 100644 --- a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.NormalAttackHardTimeReduce; public override string Name => Skill.Name; - public override string Description => $"减少角色的普通攻击 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际硬直时间减少 < 0 ? "增加" : "减少")}角色的普通攻击 {实际硬直时间减少:0.##} {GameplayEquilibriumConstant.InGameTime}硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); private readonly double 实际硬直时间减少 = 0; @@ -21,12 +21,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { RemainDurationTurn = DurationTurn; } - character.NormalAttack.HardnessTime -= 实际硬直时间减少; + character.NormalAttack.ExHardnessTime -= 实际硬直时间减少; } public override void OnEffectLost(Character character) { - character.NormalAttack.HardnessTime += 实际硬直时间减少; + character.NormalAttack.ExHardnessTime += 实际硬直时间减少; } public NormalAttackHardTimeReduce(Skill skill, Dictionary args, Character? source = null) : base(skill, args) diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs index 6bf07bd..c197709 100644 --- a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs +++ b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.NormalAttackHardTimeReduce2; public override string Name => Skill.Name; - public override string Description => $"减少角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(减少比例 < 0 ? "增加" : "减少")}角色的普通攻击 {减少比例 * 100:0.##}% 硬直时间。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); private readonly double 减少比例 = 0; @@ -21,12 +21,12 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { RemainDurationTurn = DurationTurn; } - character.NormalAttack.HardnessTime -= character.NormalAttack.HardnessTime * 减少比例; + character.NormalAttack.ExHardnessTime2 -= 减少比例; } public override void OnEffectLost(Character character) { - character.NormalAttack.HardnessTime += character.NormalAttack.HardnessTime * 减少比例; + character.NormalAttack.ExHardnessTime2 += 减少比例; } public NormalAttackHardTimeReduce2(Skill skill, Dictionary args, Character? source = null) : base(skill, args) diff --git a/OshimaModules/Effects/PassiveEffects/虚弱.cs b/OshimaModules/Effects/PassiveEffects/虚弱.cs index 2d2d578..bbc34cd 100644 --- a/OshimaModules/Effects/PassiveEffects/虚弱.cs +++ b/OshimaModules/Effects/PassiveEffects/虚弱.cs @@ -71,14 +71,14 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects RemainDurationTurn = DurationTurn; } character.ExDEFPercentage -= _DEFReductionPercent; - character.MDF.AddAllValue(-_MDFReductionPercent); + character.MDF[character.MagicType] -= _MDFReductionPercent; AddEffectTypeToCharacter(character, [EffectType.Weaken, EffectType.GrievousWound]); } public override void OnEffectLost(Character character) { character.ExDEFPercentage += _DEFReductionPercent; - character.MDF.AddAllValue(_MDFReductionPercent); + character.MDF[character.MagicType] += _MDFReductionPercent; RemoveEffectTypesFromCharacter(character); } } diff --git a/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs b/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs index 777f945..303b379 100644 --- a/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs +++ b/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs @@ -59,7 +59,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects } else { - e = new(Skill, caster, _durativeWithoutDuration, _durative, _duration, _durationTurn); + e = new(Skill, caster, _durativeWithoutDuration, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); target.Effects.Add(e); e.OnEffectGained(target); e.IsDebuff = isDebuff; diff --git a/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs b/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs index 62ed6b2..65db785 100644 --- a/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs +++ b/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs @@ -59,7 +59,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects } else { - e = new(Skill, caster, _durativeWithoutDuration, _durative, _duration, _durationTurn); + e = new(Skill, caster, _durativeWithoutDuration, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); target.Effects.Add(e); e.OnEffectGained(target); e.IsDebuff = isDebuff; diff --git a/OshimaModules/Effects/SkillEffects/造成封技.cs b/OshimaModules/Effects/SkillEffects/造成封技.cs index fc1abb1..017b90c 100644 --- a/OshimaModules/Effects/SkillEffects/造成封技.cs +++ b/OshimaModules/Effects/SkillEffects/造成封技.cs @@ -31,7 +31,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects foreach (Character enemy in targets) { WriteLine($"[ {caster} ] 对 [ {enemy} ] 造成了封技和施法解除!持续时间:{封技时间}!"); - 封技 e = new(Skill, caster, _durative, _duration, _durationTurn); + 封技 e = new(Skill, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); enemy.Effects.Add(e); e.OnEffectGained(enemy); GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); diff --git a/OshimaModules/Effects/SkillEffects/造成眩晕.cs b/OshimaModules/Effects/SkillEffects/造成眩晕.cs index ce27745..3ee1c89 100644 --- a/OshimaModules/Effects/SkillEffects/造成眩晕.cs +++ b/OshimaModules/Effects/SkillEffects/造成眩晕.cs @@ -34,7 +34,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { if (enemy.HP <= 0) continue; WriteLine($"[ {caster} ] 眩晕了 [ {enemy} ] !持续时间:{眩晕时间}!"); - 眩晕 e = new(Skill, caster, _durative, _duration, _durationTurn); + 眩晕 e = new(Skill, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); enemy.Effects.Add(e); e.OnEffectGained(enemy); GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); diff --git a/OshimaModules/Effects/SkillEffects/造成虚弱.cs b/OshimaModules/Effects/SkillEffects/造成虚弱.cs index 72350c8..605acaa 100644 --- a/OshimaModules/Effects/SkillEffects/造成虚弱.cs +++ b/OshimaModules/Effects/SkillEffects/造成虚弱.cs @@ -58,7 +58,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects WriteLine($"[ {caster} ] 对 [ {enemy} ] 造成了虚弱!伤害降低 {ActualDamageReductionPercent * 100:0.##}%," + $"物理护甲降低 {ActualDEFReductionPercent * 100:0.##}%,魔法抗性降低 {ActualMDFReductionPercent * 100:0.##}%," + $"治疗效果降低 {ActualHealingReductionPercent * 100:0.##}%!持续时间:{虚弱时间}!"); - 虚弱 e = new(Skill, enemy, caster, _durative, _duration, _durationTurn, ActualDamageReductionPercent, ActualDEFReductionPercent, ActualMDFReductionPercent, ActualHealingReductionPercent); + 虚弱 e = new(Skill, enemy, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1)), ActualDamageReductionPercent, ActualDEFReductionPercent, ActualMDFReductionPercent, ActualHealingReductionPercent); enemy.Effects.Add(e); e.OnEffectGained(enemy); GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); diff --git a/OshimaModules/Items/Accessory/攻击之爪.cs b/OshimaModules/Items/Accessory/攻击之爪.cs index 4c9b1fd..f46dc30 100644 --- a/OshimaModules/Items/Accessory/攻击之爪.cs +++ b/OshimaModules/Items/Accessory/攻击之爪.cs @@ -18,29 +18,16 @@ namespace Oshima.FunGame.OshimaModules.Items } } - public class 攻击之爪20 : Item + public class 攻击之爪25 : Item { - public override long Id => (long)AccessoryID.攻击之爪20; - public override string Name => "攻击之爪 +20"; + public override long Id => (long)AccessoryID.攻击之爪25; + public override string Name => "攻击之爪 +25"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override QualityType QualityType => QualityType.Green; - public 攻击之爪20(Character? character = null) : base(ItemType.Accessory) + public 攻击之爪25(Character? character = null) : base(ItemType.Accessory) { - Skills.Passives.Add(new 攻击之爪技能(character, this, 20)); - } - } - - public class 攻击之爪30 : Item - { - public override long Id => (long)AccessoryID.攻击之爪30; - public override string Name => "攻击之爪 +30"; - public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; - public override QualityType QualityType => QualityType.Blue; - - public 攻击之爪30(Character? character = null) : base(ItemType.Accessory) - { - Skills.Passives.Add(new 攻击之爪技能(character, this, 30)); + Skills.Passives.Add(new 攻击之爪技能(character, this, 25)); } } @@ -49,7 +36,7 @@ namespace Oshima.FunGame.OshimaModules.Items public override long Id => (long)AccessoryID.攻击之爪40; public override string Name => "攻击之爪 +40"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; - public override QualityType QualityType => QualityType.Purple; + public override QualityType QualityType => QualityType.Blue; public 攻击之爪40(Character? character = null) : base(ItemType.Accessory) { @@ -57,6 +44,58 @@ namespace Oshima.FunGame.OshimaModules.Items } } + public class 攻击之爪55 : Item + { + public override long Id => (long)AccessoryID.攻击之爪55; + public override string Name => "攻击之爪 +55"; + public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; + public override QualityType QualityType => QualityType.Purple; + + public 攻击之爪55(Character? character = null) : base(ItemType.Accessory) + { + Skills.Passives.Add(new 攻击之爪技能(character, this, 55)); + } + } + + public class 攻击之爪70 : Item + { + public override long Id => (long)AccessoryID.攻击之爪70; + public override string Name => "攻击之爪 +70"; + public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; + public override QualityType QualityType => QualityType.Orange; + + public 攻击之爪70(Character? character = null) : base(ItemType.Accessory) + { + Skills.Passives.Add(new 攻击之爪技能(character, this, 70)); + } + } + + public class 攻击之爪85 : Item + { + public override long Id => (long)AccessoryID.攻击之爪85; + public override string Name => "攻击之爪 +85"; + public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; + public override QualityType QualityType => QualityType.Red; + + public 攻击之爪85(Character? character = null) : base(ItemType.Accessory) + { + Skills.Passives.Add(new 攻击之爪技能(character, this, 85)); + } + } + + public class 攻击之爪100 : Item + { + public override long Id => (long)AccessoryID.攻击之爪100; + public override string Name => "攻击之爪 +100"; + public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; + public override QualityType QualityType => QualityType.Gold; + + public 攻击之爪100(Character? character = null) : base(ItemType.Accessory) + { + Skills.Passives.Add(new 攻击之爪技能(character, this, 100)); + } + } + public class 攻击之爪技能 : Skill { public override long Id => (long)ItemPassiveID.攻击之爪; @@ -71,7 +110,7 @@ namespace Oshima.FunGame.OshimaModules.Items { { "exatk", exATK } }; - Effects.Add(new ExATK(this, values, character)); + Effects.Add(new ExATK(this, values)); } public override IEnumerable AddPassiveEffectToCharacter() diff --git a/OshimaModules/Items/Consumable/经验书.cs b/OshimaModules/Items/Consumable/经验书.cs index 470d814..6884bea 100644 --- a/OshimaModules/Items/Consumable/经验书.cs +++ b/OshimaModules/Items/Consumable/经验书.cs @@ -135,6 +135,10 @@ namespace Oshima.FunGame.OshimaModules.Items public override long Id => (long)ItemActiveID.经验书; public override string Name => "经验书"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; + public override bool CanSelectSelf => true; + public override bool CanSelectTeammate => true; + public override bool CanSelectEnemy => false; + public override int CanSelectTargetCount => 1; public 经验书技能(Item? item = null, double exp = 0) : base(SkillType.Item) { diff --git a/OshimaModules/Items/ItemID.cs b/OshimaModules/Items/ItemID.cs index b67e358..fa18081 100644 --- a/OshimaModules/Items/ItemID.cs +++ b/OshimaModules/Items/ItemID.cs @@ -3,9 +3,12 @@ public enum AccessoryID : long { 攻击之爪10 = 14001, - 攻击之爪20 = 14002, - 攻击之爪30 = 14003, - 攻击之爪40 = 14004, + 攻击之爪25 = 14002, + 攻击之爪40 = 14003, + 攻击之爪55 = 14004, + 攻击之爪70 = 14005, + 攻击之爪85 = 14006, + 攻击之爪100 = 14007, } public enum ConsumableID : long diff --git a/OshimaModules/Modules/ItemModule.cs b/OshimaModules/Modules/ItemModule.cs index 3d4909d..5eca2b8 100644 --- a/OshimaModules/Modules/ItemModule.cs +++ b/OshimaModules/Modules/ItemModule.cs @@ -36,9 +36,9 @@ namespace Oshima.FunGame.OshimaModules return id switch { (long)AccessoryID.攻击之爪10 => new 攻击之爪10(), - (long)AccessoryID.攻击之爪20 => new 攻击之爪20(), - (long)AccessoryID.攻击之爪30 => new 攻击之爪30(), + (long)AccessoryID.攻击之爪25 => new 攻击之爪25(), (long)AccessoryID.攻击之爪40 => new 攻击之爪40(), + (long)AccessoryID.攻击之爪55 => new 攻击之爪55(), (long)ConsumableID.小经验书 => new 小经验书(), (long)ConsumableID.中经验书 => new 中经验书(), (long)ConsumableID.大经验书 => new 大经验书(), diff --git a/OshimaModules/Modules/SkillModule.cs b/OshimaModules/Modules/SkillModule.cs index 031e63b..23ada74 100644 --- a/OshimaModules/Modules/SkillModule.cs +++ b/OshimaModules/Modules/SkillModule.cs @@ -36,6 +36,7 @@ namespace Oshima.FunGame.OshimaModules protected override void AfterLoad() { General.GameplayEquilibriumConstant.InGameTime = "秒"; + General.GameplayEquilibriumConstant.UseMagicType = [MagicType.None]; } protected override Factory.EntityFactoryDelegate SkillFactory() diff --git a/OshimaModules/Skills/ColdBlue/嗜血本能.cs b/OshimaModules/Skills/ColdBlue/嗜血本能.cs index 86a8b1c..0e618f5 100644 --- a/OshimaModules/Skills/ColdBlue/嗜血本能.cs +++ b/OshimaModules/Skills/ColdBlue/嗜血本能.cs @@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"{Duration} {GameplayEquilibriumConstant.InGameTime}内,攻击拥有标记的角色将不会回收标记,增强 {最大生命值伤害 * 100:0.##}% 最大生命值伤害,并获得 {吸血 * 100:0.##}% 吸血。"; + public override string Description => $"{Duration} {GameplayEquilibriumConstant.InGameTime}内,攻击拥有标记的角色将不会回收标记,增强 [ 累积之压 ] 的最大生命值伤害 {最大生命值伤害 * 100:0.##}%,并获得 {吸血 * 100:0.##}% 吸血。"; public override bool Durative => true; public override double Duration => 25; public override DispelledType DispelledType => DispelledType.CannotBeDispelled; diff --git a/OshimaModules/Skills/NiuNan/智慧与力量.cs b/OshimaModules/Skills/NiuNan/智慧与力量.cs index 04ef05d..2d768b2 100644 --- a/OshimaModules/Skills/NiuNan/智慧与力量.cs +++ b/OshimaModules/Skills/NiuNan/智慧与力量.cs @@ -50,17 +50,23 @@ namespace Oshima.FunGame.OshimaModules.Skills { if (isAdd) { - 已经加过 = true; - character.ExEvadeRate += 实际增加闪避率; - character.ExCritRate += 实际增加暴击率; - character.MDF.AddAllValue(实际增加魔法抗性); + if (!已经加过) + { + 已经加过 = true; + character.ExEvadeRate += 实际增加闪避率; + character.ExCritRate += 实际增加暴击率; + character.MDF[character.MagicType] += 实际增加魔法抗性; + } } else { - 已经加过 = false; - character.ExEvadeRate -= 实际增加闪避率; - character.ExCritRate -= 实际增加暴击率; - character.MDF.AddAllValue(-实际增加魔法抗性); + if (已经加过) + { + 已经加过 = false; + character.ExEvadeRate -= 实际增加闪避率; + character.ExCritRate -= 实际增加暴击率; + character.MDF[character.MagicType] -= 实际增加魔法抗性; + } } } diff --git a/OshimaModules/Skills/QWQAQW/迅捷之势.cs b/OshimaModules/Skills/QWQAQW/迅捷之势.cs index 900cb39..88cd4b0 100644 --- a/OshimaModules/Skills/QWQAQW/迅捷之势.cs +++ b/OshimaModules/Skills/QWQAQW/迅捷之势.cs @@ -39,19 +39,19 @@ namespace Oshima.FunGame.OshimaModules.Skills public override void OnEffectGained(Character character) { - character.NormalAttack.SetMagicType(true, character.MagicType); + character.NormalAttack.SetMagicType(new(this, true, MagicType.None, 999), GamingQueue); 实际物理伤害减免 = 物理伤害减免; 实际魔法抗性 = 魔法抗性; character.ExPDR += 实际物理伤害减免; - character.MDF.AddAllValue(实际魔法抗性); + character.MDF[character.MagicType] += 实际魔法抗性; WriteLine($"[ {character} ] 提升了 {实际物理伤害减免 * 100:0.##}% 物理伤害减免,{实际魔法抗性 * 100:0.##}% 魔法抗性!!"); } public override void OnEffectLost(Character character) { - character.NormalAttack.SetMagicType(false, character.MagicType); + character.NormalAttack.UnsetMagicType(this, GamingQueue); character.ExPDR -= 实际物理伤害减免; - character.MDF.AddAllValue(-实际魔法抗性); + character.MDF[character.MagicType] -= 实际魔法抗性; 实际物理伤害减免 = 0; 实际魔法抗性 = 0; } diff --git a/OshimaModules/Skills/QingXiang/枯竭打击.cs b/OshimaModules/Skills/QingXiang/枯竭打击.cs index e9f7501..4131f75 100644 --- a/OshimaModules/Skills/QingXiang/枯竭打击.cs +++ b/OshimaModules/Skills/QingXiang/枯竭打击.cs @@ -24,7 +24,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { public override long Id => Skill.Id; public override string Name => Skill.Name; - public override string Description => $"每次造成伤害都会随机减少对方 [ 7~15 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言,能量值大于100且小于150时,视为低于一半。"; + public override string Description => $"每次造成伤害都会随机减少对方 [ 7~15 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言,能量值大于 100 且小于 150 时,视为低于一半。"; private bool 是否是嵌套伤害 = false; diff --git a/OshimaModules/Skills/SkillExtension.cs b/OshimaModules/Skills/SkillExtension.cs index 8d167cb..45848c6 100644 --- a/OshimaModules/Skills/SkillExtension.cs +++ b/OshimaModules/Skills/SkillExtension.cs @@ -16,7 +16,7 @@ namespace Oshima.FunGame.OshimaModules.Skills } if (skill.CanSelectTeammate && !skill.CanSelectEnemy) { - return $"目标{(skill.CanSelectTargetCount > 1 ? $"至多 {skill.CanSelectTargetCount} 个" : "")}友方角色{(!skill.CanSelectSelf ? "(不包括自己)" : "")}"; + return $"目标{(skill.CanSelectTargetCount > 1 ? $"至多 {skill.CanSelectTargetCount} 个" : "")}友方角色{(!skill.CanSelectSelf ? "(不可选择自己)" : "")}"; } else if (!skill.CanSelectTeammate && skill.CanSelectEnemy) { diff --git a/OshimaModules/Skills/Yang/魔法涌流.cs b/OshimaModules/Skills/Yang/魔法涌流.cs index 43a499a..78415f5 100644 --- a/OshimaModules/Skills/Yang/魔法涌流.cs +++ b/OshimaModules/Skills/Yang/魔法涌流.cs @@ -37,7 +37,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { character.NormalAttack.CanSelectTargetCount += 2; 实际比例 = 减伤比例; - character.NormalAttack.SetMagicType(true, character.MagicType); + character.NormalAttack.SetMagicType(new(this, true, MagicType.None, 999), GamingQueue); if (character.Effects.Where(e => e is 魔法震荡特效).FirstOrDefault() is 魔法震荡特效 e) { e.基础冷却时间 = 5; @@ -49,7 +49,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { 实际比例 = 0; character.NormalAttack.CanSelectTargetCount -= 2; - character.NormalAttack.SetMagicType(false, character.MagicType); + character.NormalAttack.UnsetMagicType(this, GamingQueue); if (character.Effects.Where(e => e is 魔法震荡特效).FirstOrDefault() is 魔法震荡特效 e) { e.基础冷却时间 = 10; diff --git a/OshimaModules/configs/oshima-studios/oshima.fungame.items.json b/OshimaModules/configs/oshima-studios/oshima.fungame.items.json index 56992f5..9b0fcc6 100644 --- a/OshimaModules/configs/oshima-studios/oshima.fungame.items.json +++ b/OshimaModules/configs/oshima-studios/oshima.fungame.items.json @@ -152,7 +152,7 @@ "罚罪之楔": { "Id": 11546, "Name": "罚罪之楔", - "Description": "增加角色 30 点攻击力和 10% 攻击力。", + "Description": "增加角色 25 点攻击力和 10% 攻击力。", "BackgroundStory": "从裁决尖碑坠落的塔刹碎片,尖端仍萦绕着泰坦调试世界时遗弃的错误符文。", "ItemType": 1, "WeaponType": 9, @@ -167,7 +167,7 @@ "Effects": [ { "Id": 8001, - "exatk": 30 + "exatk": 25 }, { "Id": 8023, @@ -420,7 +420,7 @@ }, { "Id": 8009, - "exspd": 30 + "exspd": 40 } ] } @@ -534,10 +534,10 @@ "冬眠之弦": { "Id": 11560, "Name": "冬眠之弦", - "Description": "增加角色 70 点攻击力和 20% 攻击力。", + "Description": "增加角色 60 点攻击力和 20% 攻击力。", "BackgroundStory": "拉开弓弦时会掉落冰晶粉末——那是林海在冬季凝结时,遗留在树梢的叹息。", "ItemType": 1, - "WeaponType": 9, + "WeaponType": 3, "QualityType": 3, "Skills": { "Active": null, @@ -549,7 +549,7 @@ "Effects": [ { "Id": 8001, - "exatk": 70 + "exatk": 60 }, { "Id": 8023, @@ -582,7 +582,7 @@ }, { "Id": 8017, - "exppt": 0.2 + "exppt": 0.4 } ] } @@ -696,7 +696,7 @@ "血脉协奏曲": { "Id": 11566, "Name": "血脉协奏曲", - "Description": "增加角色 130 点攻击力。", + "Description": "增加角色 90 点攻击力和 10% 生命偷取。", "BackgroundStory": "植入了林海树木的荧蓝汁液导管,拳风会随精灵封印节拍闪烁。", "ItemType": 1, "WeaponType": 10, @@ -710,8 +710,9 @@ "SkillType": 3, "Effects": [ { - "Id": 8001, - "exatk": 130 + "Id": 8032, + "exatk": 90, + "exls": 0.1 } ] } @@ -721,7 +722,7 @@ "真空虹彩": { "Id": 11567, "Name": "真空虹彩", - "Description": "增加角色 130 点攻击力。", + "Description": "增加角色 80 点攻击力和 30% 攻击力。", "BackgroundStory": "穹顶之泪湖的星辉凝露在法器内分层,每道咒语都折射出肉眼未见的宇宙色谱。", "ItemType": 1, "WeaponType": 7, @@ -735,8 +736,9 @@ "SkillType": 3, "Effects": [ { - "Id": 8001, - "exatk": 130 + "Id": 8032, + "exatk": 80, + "exatk2": 0.3 } ] } @@ -747,9 +749,9 @@ "Id": 11568, "Name": "语律沉默", "Description": "增加角色 90 点攻击力和 35% 魔法穿透。", - "BackgroundStory": "剑身蚀刻着泰坦调试世界时的废弃词条,挥动时引发语法乱流。", + "BackgroundStory": "辉煌的外表上蚀刻着泰坦调试世界时的废弃词条,挥动时引发语法乱流。", "ItemType": 1, - "WeaponType": 2, + "WeaponType": 7, "QualityType": 4, "Skills": { "Active": null, @@ -813,7 +815,7 @@ "Effects": [ { "Id": 8032, - "exatk": 85, + "exatk": 90, "excr": 0.2 } ] @@ -850,7 +852,7 @@ "金箍棒": { "Id": 11572, "Name": "金箍棒", - "Description": "增加角色 85 点攻击力。克敌机先:普通攻击有 60% 概率无视闪避。", + "Description": "增加角色 90 点攻击力。克敌机先:普通攻击有 60% 概率无视闪避。", "BackgroundStory": "天河定底神珍棒,棒名如意世间高。", "ItemType": 1, "WeaponType": 9, @@ -865,7 +867,7 @@ "Effects": [ { "Id": 8001, - "exatk": 85 + "exatk": 90 }, { "Id": 8033, @@ -1033,6 +1035,32 @@ ] } }, + "终焉之紫荆花": { + "Id": 11579, + "Name": "终焉之紫荆花", + "Description": "增加角色 110 点攻击力和 15% 生命偷取。", + "BackgroundStory": "他们看见剑刃绽放的紫荆时,总误以为春天将至。殊不知那千万盛开的花瓣,每一片都刻着古龙冬眠前的最后一个纪元。", + "ItemType": 1, + "WeaponType": 11, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7039, + "Name": "终焉之紫荆花", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exatk": 110, + "exls": 0.15 + } + ] + } + ] + } + }, "初级法袍": { "Id": 12500, "Name": "初级法袍", @@ -1142,7 +1170,7 @@ "魔能法袍": { "Id": 12504, "Name": "魔能法袍", - "Description": "增加角色 10 点智力和 15% 魔法抗性。", + "Description": "增加角色 8 点智力和 8% 魔法抗性。", "BackgroundStory": "法袍蕴含着神秘的魔力,穿戴者能增强魔法威力。", "ItemType": 2, "WeaponType": 0, @@ -1157,12 +1185,12 @@ "Effects": [ { "Id": 8005, - "exint": 10 + "exint": 8 }, { "Id": 8020, "mdftype": 0, - "mdfvalue": 0.15 + "mdfvalue": 0.08 } ] } @@ -1172,7 +1200,7 @@ "炼狱战铠": { "Id": 12505, "Name": "炼狱战铠", - "Description": "增加角色 55 点物理护甲,增加角色 5 点每秒生命回复。", + "Description": "增加角色 50 点物理护甲和 5 点每秒生命回复。", "BackgroundStory": "在无尽战火中锻造而成,具有极高的防御力。", "ItemType": 2, "WeaponType": 0, @@ -1187,7 +1215,7 @@ "Effects": [ { "Id": 8002, - "exdef": 55 + "exdef": 50 }, { "Id": 8021, @@ -1201,7 +1229,7 @@ "幽影斗篷": { "Id": 12506, "Name": "幽影斗篷", - "Description": "增加角色 55 点物理护甲和 8% 闪避率。", + "Description": "增加角色 50 点物理护甲和 8% 闪避率。", "BackgroundStory": "黑暗中编织而成的斗篷,能让穿戴者更加敏捷。", "ItemType": 2, "WeaponType": 0, @@ -1216,7 +1244,7 @@ "Effects": [ { "Id": 8002, - "exdef": 55 + "exdef": 50 }, { "Id": 8016, @@ -1227,6 +1255,584 @@ ] } }, + "泰坦诗戒": { + "Id": 12507, + "Name": "泰坦诗戒", + "Description": "增加角色 70 点物理护甲和 10% 魔法抗性。", + "BackgroundStory": "裁决尖碑拓印符文的水晶额冠,雷光在思维间隙谱写创世韵脚。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7107, + "Name": "泰坦诗戒", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 70, + "mdftype": 0, + "mdfvalue": 0.10 + } + ] + } + ] + } + }, + "星缎礼赞": { + "Id": 12508, + "Name": "星缎礼赞", + "Description": "增加角色 95 点物理护甲。", + "BackgroundStory": "银辉城液态月光凝固的丝绸衬甲,移动时衣褶流淌银河碎影。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7108, + "Name": "星缎礼赞", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 95 + } + ] + } + ] + } + }, + "千瞳幻纱": { + "Id": 12509, + "Name": "千瞳幻纱", + "Description": "增加角色 14% 魔法抗性。", + "BackgroundStory": "千镜湖底抽丝编织的星雾薄纱,倒影中浮动的门扉始终半掩。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7109, + "Name": "千瞳幻纱", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.14 + } + ] + } + ] + } + }, + "时隙沙漏裙": { + "Id": 12510, + "Name": "时隙沙漏裙", + "Description": "增加角色 12% 物理伤害减免和 10% 加速系数。", + "BackgroundStory": "昨日之城时光经纬织就的流砂裙摆,每步落下皆绽开石英花。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7110, + "Name": "时隙沙漏裙", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "expdr": 0.12, + "exacc": 0.1 + } + ] + } + ] + } + }, + "冰魄披肩": { + "Id": 12511, + "Name": "冰魄披肩", + "Description": "增加角色 12% 物理伤害减免和 15% 冷却缩减。", + "BackgroundStory": "当你途经战场残影,冰晶会重演她未寄出的诀别信。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7111, + "Name": "冰魄披肩", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "expdr": 0.12, + "excdr": 0.15 + } + ] + } + ] + } + }, + "炉心丝绸": { + "Id": 12512, + "Name": "炉心丝绸", + "Description": "增加角色 18% 魔法抗性。", + "BackgroundStory": "岩浆鱿鱼吞噬老匠人那夜,他未完成的丝绸内甲突然绽放活体金纹。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7112, + "Name": "炉心丝绸", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.18 + } + ] + } + ] + } + }, + "液态月光嫁衣": { + "Id": 12513, + "Name": "液态月光嫁衣", + "Description": "增加角色 125 点物理护甲。", + "BackgroundStory": "礼成时衣袂每道流光都在虚空中绘制他消散的轮廓。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7113, + "Name": "液态月光嫁衣", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 125 + } + ] + } + ] + } + }, + "古树脐带": { + "Id": 12514, + "Name": "古树脐带", + "Description": "增加角色 100 点物理护甲和 10 点力量、敏捷、智力。", + "BackgroundStory": "精灵将濒死古龙封印进母树髓心,年轮间泌出的金色树脂,至今仍随龙息涨落闪烁。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7114, + "Name": "古树脐带", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 100, + "exstr": 10, + "exagi": 10, + "exint": 10 + } + ] + } + ] + } + }, + "千瞳面纱": { + "Id": 12515, + "Name": "千瞳面纱", + "Description": "增加角色 100 点物理护甲和 14% 魔法抗性。", + "BackgroundStory": "她为找回溺亡妹妹潜入倒影城,上岸时左眼变成湖水般的银瞳。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7115, + "Name": "千瞳面纱", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 100, + "mdftype": 0, + "mdfvalue": 0.14 + } + ] + } + ] + } + }, + "沙时襁褓": { + "Id": 12516, + "Name": "沙时襁褓", + "Description": "增加角色 16% 物理伤害减免。", + "BackgroundStory": "她为找回溺亡妹妹潜入倒影城,上岸时左眼变成湖水般的银瞳。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7116, + "Name": "沙时襁褓", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "expdr": 0.16 + } + ] + } + ] + } + }, + "星锚襞襟": { + "Id": 12517, + "Name": "星锚襞襟", + "Description": "增加角色 20% 物理伤害减免和 6 点每秒生命回复。", + "BackgroundStory": "老守望者纵身跃入星渊,黎明时他的亚麻领巾飘回塔楼,别针已化作微缩星锚。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7117, + "Name": "星锚襞襟", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "expdr": 0.20, + "exhr": 6 + } + ] + } + ] + } + }, + "母体菌毯": { + "Id": 12518, + "Name": "母体菌毯", + "Description": "增加角色 20% 魔法抗性和 6 点每秒魔法回复。", + "BackgroundStory": "她自愿被菌丝吞噬与母体对话,菌群却在她脊背织出春之草原——那是共生意识偷藏的纯粹梦境。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7118, + "Name": "母体菌毯", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.2, + "exmr": 6 + } + ] + } + ] + } + }, + "未寄信札": { + "Id": 12519, + "Name": "未寄信札", + "Description": "增加角色 130 点物理护甲和 8% 加速系数、8% 冷却缩减。", + "BackgroundStory": "『勿忘春野的第37次绽放』——烙在胸甲内侧的遗书,那些字迹随温度变化浮现。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7119, + "Name": "未寄信札", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 130, + "exacc": 0.08, + "excdr": 0.08 + } + ] + } + ] + } + }, + "遗留的绷带": { + "Id": 12520, + "Name": "遗留的绷带", + "Description": "增加角色 130 点物理护甲和 16% 魔法抗性。", + "BackgroundStory": "银辉城的老妪用液态月光缝合战争伤口,绷带末端的针还悬着半颗未绣完的彗星。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7120, + "Name": "遗留的绷带", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 130, + "mdftype": 0, + "mdfvalue": 0.16 + } + ] + } + ] + } + }, + "吟游诗者的肋骨": { + "Id": 12521, + "Name": "吟游诗者的肋骨", + "Description": "增加角色 155 点物理护甲。", + "BackgroundStory": "断口处仿佛标记着《幽灵船安魂曲》的休止符,仍能听到咸腥的海风呼啸。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7121, + "Name": "吟游诗者的肋骨", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 155 + } + ] + } + ] + } + }, + "精灵封月戒律": { + "Id": 12522, + "Name": "精灵封月戒律", + "Description": "增加角色 24% 魔法抗性。", + "BackgroundStory": "当月光流淌到第三根肋骨,冰晶铠甲会浮现古龙的咒文,那是林海在封印时刺入精灵掌心的遗书。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7122, + "Name": "精灵封月戒律", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.24 + } + ] + } + ] + } + }, + "时光的遗嘱": { + "Id": 12523, + "Name": "时光的遗嘱", + "Description": "增加角色 185 点物理护甲。", + "BackgroundStory": "冰晶裂帛织就的斗篷,衣摆封印着不同世纪的雪暴,当永霜裂痕哨塔时钟倒转,那些冻结在斗篷中的战士突然举起刀剑,将原主拉入某场未结束的战役。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7123, + "Name": "时光的遗嘱", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 185 + } + ] + } + ] + } + }, + "流沙时冕": { + "Id": 12524, + "Name": "流沙时冕", + "Description": "增加角色 28% 魔法抗性。", + "BackgroundStory": "第十万次沙丘重组后,甲缝里开出早已灭绝的时痕花——它用十二片花瓣重新定义了沙漠的晨昏。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7124, + "Name": "流沙时冕", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.28 + } + ] + } + ] + } + }, + "菌网摇篮": { + "Id": 12525, + "Name": "菌网摇篮", + "Description": "增加角色 160 点物理护甲和 20% 魔法抗性。", + "BackgroundStory": "翡翠色菌丝在银质臂甲上编织神经网络,剧毒孢子在肘关节处凝结成婴孩蜷睡的形态。当沼渊毒气弥漫时,菌婴会睁开星眸吹散迷雾。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7125, + "Name": "菌网摇篮", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 160, + "mdftype": 0, + "mdfvalue": 0.2 + } + ] + } + ] + } + }, + "骨桥挽歌": { + "Id": 12526, + "Name": "骨桥挽歌", + "Description": "增加角色 24% 物理伤害减免和 15 点力量、敏捷、智力。", + "BackgroundStory": "翡翠色菌丝在银质臂甲上编织神经网络,剧毒孢子在肘关节处凝结成婴孩蜷睡的形态。当沼渊毒气弥漫时,菌婴会睁开星眸吹散迷雾。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7126, + "Name": "骨桥挽歌", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "expdr": 0.24, + "exstr": 15, + "exagi": 15, + "exint": 15 + } + ] + } + ] + } + }, + "泰坦谬论": { + "Id": 12527, + "Name": "泰坦谬论", + "Description": "增加角色 24% 魔法抗性和 15% 生命偷取。", + "BackgroundStory": "额前悬浮的暗铜罗盘持续解离现实,视线所及之处建筑边缘流淌着错误代码。月圆之夜头盔开裂,泄露出泰坦调试世界时废弃的创世草案。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7127, + "Name": "泰坦谬论", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "mdftype": 0, + "mdfvalue": 0.24, + "exls": 0.15 + } + ] + } + ] + } + }, + "棱镜安魂曲": { + "Id": 12528, + "Name": "棱镜安魂曲", + "Description": "增加角色 160 点物理护甲和 15% 生命偷取。", + "BackgroundStory": "晶簇里冰封着最后一声狼嚎,穿甲者从此在雾中行走时,步步踏碎永夜的休止符。", + "ItemType": 2, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7128, + "Name": "棱镜安魂曲", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exdef": 160, + "exls": 0.15 + } + ] + } + ] + } + }, "帆布鞋": { "Id": 13501, "Name": "帆布鞋", @@ -1239,7 +1845,7 @@ "Active": null, "Passives": [ { - "Id": 7701, + "Id": 7201, "Name": "帆布鞋", "SkillType": 3, "Effects": [ @@ -1255,7 +1861,7 @@ "疾风靴": { "Id": 13502, "Name": "疾风靴", - "Description": "增加角色 85 点行动速度,使穿戴者行动更加敏捷。", + "Description": "增加角色 85 点行动速度。", "BackgroundStory": "这双靴子由风元素加持,步伐轻盈如风。", "ItemType": 3, "WeaponType": 0, @@ -1264,7 +1870,7 @@ "Active": null, "Passives": [ { - "Id": 7702, + "Id": 7202, "Name": "疾风靴", "SkillType": 3, "Effects": [ @@ -1280,7 +1886,7 @@ "轻灵之鞋": { "Id": 13503, "Name": "轻灵之鞋", - "Description": "增加角色 65 点行动速度,并提高 10% 闪避率。", + "Description": "增加角色 65 点行动速度和 10% 闪避率。", "BackgroundStory": "传说这双鞋能让穿戴者的步伐鬼魅般飘忽不定。", "ItemType": 3, "WeaponType": 0, @@ -1289,7 +1895,7 @@ "Active": null, "Passives": [ { - "Id": 7703, + "Id": 7203, "Name": "轻灵之步", "SkillType": 3, "Effects": [ @@ -1309,7 +1915,7 @@ "雷电靴": { "Id": 13504, "Name": "雷电靴", - "Description": "增加角色 65 点行动速度,并提高 10% 冷却缩减。", + "Description": "增加角色 65 点行动速度和 10% 冷却缩减。", "BackgroundStory": "这双靴子蕴含雷电之力,使穿戴者快速出击。", "ItemType": 3, "WeaponType": 0, @@ -1318,7 +1924,7 @@ "Active": null, "Passives": [ { - "Id": 7704, + "Id": 7204, "Name": "雷霆之速", "SkillType": 3, "Effects": [ @@ -1338,7 +1944,7 @@ "暗影之靴": { "Id": 13505, "Name": "暗影之靴", - "Description": "增加角色 48 点行动速度,并提高 8% 暴击率。", + "Description": "增加角色 48 点行动速度和 8% 暴击率。", "BackgroundStory": "这双鞋在黑暗中隐藏,赋予穿戴者暗影的力量。", "ItemType": 3, "WeaponType": 0, @@ -1347,7 +1953,7 @@ "Active": null, "Passives": [ { - "Id": 7705, + "Id": 7205, "Name": "暗影疾行", "SkillType": 3, "Effects": [ @@ -1364,10 +1970,557 @@ ] } }, + "月轨巡游靴": { + "Id": 13506, + "Name": "月轨巡游靴", + "Description": "增加角色 95 点行动速度和 20% 智力。", + "BackgroundStory": "鞋跟镶嵌悖论引擎残片,踏过建筑时荡漾开环形光漪。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7206, + "Name": "月轨巡游靴", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 95, + "exint2": 0.2 + } + ] + } + ] + } + }, + "冬眠牧歌之踵": { + "Id": 13507, + "Name": "冬眠牧歌之踵", + "Description": "增加角色 80 点行动速度和 16% 暴击伤害。", + "BackgroundStory": "冰晶蹄铁包裹精灵封印苔藓,足迹蔓延霜花组成的五线谱。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7207, + "Name": "冬眠牧歌之踵", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 80, + "excrd": 0.16 + } + ] + } + ] + } + }, + "星锚咏叹滑轮": { + "Id": 13508, + "Name": "星锚咏叹滑轮", + "Description": "增加角色 95 点行动速度和 10% 加速系数。", + "BackgroundStory": "苍穹碎屿星骸熔铸的汞银滚轮,滑行轨迹牵引彗尾般的光尘。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7208, + "Name": "星锚咏叹滑轮", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 95, + "exacc": 0.1 + } + ] + } + ] + } + }, + "律动共鸣屐": { + "Id": 13509, + "Name": "律动共鸣屐", + "Description": "增加角色 95 点行动速度和 8 点每秒生命回复。", + "BackgroundStory": "悲鸣矿脉宝石雕琢的音叉鞋扣,敌人哀嚎转化为疗愈共鸣波。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7209, + "Name": "律动共鸣屐", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 95, + "exhr": 8 + } + ] + } + ] + } + }, + "永劫圆舞靴": { + "Id": 13510, + "Name": "永劫圆舞靴", + "Description": "增加角色 120 点行动速度。", + "BackgroundStory": "左履镶嵌永昼晨露右履凝结永夜月髓,旋转时激荡出时光缓冲的涟漪。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 2, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7210, + "Name": "永劫圆舞靴", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 120 + } + ] + } + ] + } + }, + "昨日回响之履": { + "Id": 13511, + "Name": "昨日回响之履", + "Description": "增加角色 125 点行动速度和 15% 冷却缩减。", + "BackgroundStory": "流沙时计荒漠的寻宝者陷入昨日之城幻境前,将怀表埋进沙丘,往昔之城在脚踝处投影为指南的虚影。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7211, + "Name": "昨日回响之履", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 125, + "excrd": 0.15 + } + ] + } + ] + } + }, + "悖论舞者足铃": { + "Id": 13512, + "Name": "悖论舞者足铃", + "Description": "增加角色 125 点行动速度和 8 点每秒魔法回复。", + "BackgroundStory": "银辉城舞姬踩着悖论引擎裂缝起舞时,液态月光浸染了银铃。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7212, + "Name": "悖论舞者足铃", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 125, + "exmr": 8 + } + ] + } + ] + } + }, + "彗尾巡礼": { + "Id": 13513, + "Name": "彗尾巡礼", + "Description": "增加角色 155 点行动速度。", + "BackgroundStory": "她盗取液态月光灌入高跟鞋,逃跑时洒落的银珠在建筑侧面凝固成阶梯,而整座城成为她的舞池。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7213, + "Name": "彗尾巡礼", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 155 + } + ] + } + ] + } + }, + "冬韵回声": { + "Id": 13514, + "Name": "冬韵回声", + "Description": "增加角色 100 点行动速度和 15% 暴击率。", + "BackgroundStory": "春季融雪时分,冰晶跌落声恰是古龙梦中的呼噜节奏。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7214, + "Name": "冬韵回声", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 100, + "excr": 0.15 + } + ] + } + ] + } + }, + "渊虹跃步": { + "Id": 13515, + "Name": "渊虹跃步", + "Description": "增加角色 125 点行动速度和 10% 魔法穿透。", + "BackgroundStory": "花蕊里沉睡着未渡之魂。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7215, + "Name": "渊虹跃步", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 125, + "exmpt": 0.1 + } + ] + } + ] + } + }, + "悖论圆舞": { + "Id": 13516, + "Name": "悖论圆舞", + "Description": "增加角色 125 点行动速度和 15% 加速系数。", + "BackgroundStory": "观众说她的舞步撕裂现实,却不知缎鞋每次点地都在不同时空。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7216, + "Name": "悖论圆舞", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 125, + "exacc": 0.15 + } + ] + } + ] + } + }, + "月光潮信": { + "Id": 13517, + "Name": "月光潮信", + "Description": "增加角色 155 点行动速度和 10% 魔法抗性。", + "BackgroundStory": "靴面流淌着鲸落蓝的磷火,每当踏上骸骨桥梁,鞋跟便敲击出管风琴般的低鸣。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7217, + "Name": "月光潮信", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 155, + "mdftype": 0, + "mdfvalue": 0.1 + } + ] + } + ] + } + }, + "心跳图谱": { + "Id": 13518, + "Name": "心跳图谱", + "Description": "增加角色 185 点行动速度。", + "BackgroundStory": "被惊动的晶簇守卫不再攻击,反而跟随靴印的韵律跳起机械圆舞,矿道疼痛化为深紫色的探戈节奏。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7218, + "Name": "心跳图谱", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 185 + } + ] + } + ] + } + }, + "凝霜邮路": { + "Id": 13519, + "Name": "凝霜邮路", + "Description": "增加角色 130 点行动速度和 30% 暴击伤害。", + "BackgroundStory": "鹿皮鞣制的靴筒沁出冷雾,踏过冰面时凝结出冰蔷薇驿站。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7219, + "Name": "凝霜邮路", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 130, + "excrd": 0.3 + } + ] + } + ] + } + }, + "镜语者的倒影": { + "Id": 13520, + "Name": "镜语者的倒影", + "Description": "增加角色 155 点行动速度和 10 点力量、敏捷、智力。", + "BackgroundStory": "鹿皮鞣制的靴筒沁出冷雾,踏过冰面时凝结出冰蔷薇驿站。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7220, + "Name": "镜语者的倒影", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 155, + "exstr": 10, + "exagi": 10, + "exint": 10 + } + ] + } + ] + } + }, + "影狼祭司的声纹": { + "Id": 13521, + "Name": "影狼祭司的声纹", + "Description": "增加角色 155 点行动速度和 20% 加速系数。", + "BackgroundStory": "以水晶为弦柱,以嚎叫为弓,可把整片红杉林调律成驱散雾气的巨型音叉。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7221, + "Name": "影狼祭司的声纹", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 155, + "exacc": 0.20 + } + ] + } + ] + } + }, + "永恒婚礼": { + "Id": 13522, + "Name": "永恒婚礼", + "Description": "增加角色 220 点行动速度。", + "BackgroundStory": "当昼夜切换湮灭将至,鞋尖交织出婚戒状光轮,于时光断层中开辟出三秒的栖身花园。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7222, + "Name": "永恒婚礼", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 220 + } + ] + } + ] + } + }, + "髓海轮迹": { + "Id": 13523, + "Name": "髓海轮迹", + "Description": "增加角色 185 点行动速度和 25% 加速系数。", + "BackgroundStory": "鲸椎骨雕琢的滚轮浸透骨髓冷光,碾过虚空时留下幽蓝冰痕。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7223, + "Name": "髓海轮迹", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 185, + "exacc": 0.25 + } + ] + } + ] + } + }, + "裂痕里的哨兵": { + "Id": 13524, + "Name": "裂痕里的哨兵", + "Description": "增加角色 160 点行动速度和 22% 暴击率。", + "BackgroundStory": "鞋跟嵌着冻结的时霜药滴,步伐间甩出冰晶沙粒。若在时钟哨塔倒转时起舞,鞋尖将滋生半透明的时间肿瘤,瘤内封存着穿戴者昨日的身影。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7224, + "Name": "裂痕里的哨兵", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 160, + "excr": 0.22 + } + ] + } + ] + } + }, + "谵妄探戈": { + "Id": 13525, + "Name": "谵妄探戈", + "Description": "增加角色 160 点行动速度和 44% 暴击伤害。", + "BackgroundStory": "鞋面流动着虹彩毒雾,每个鞋印都盛开致幻鸢尾。当思维寄生虫逼近,迷雾中伸出无数苍白手臂,牵引穿戴者跳出规避神经寄生的亡命舞步。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7225, + "Name": "谵妄探戈", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 160, + "excrd": 0.44 + } + ] + } + ] + } + }, + "母体脐滑屐": { + "Id": 13526, + "Name": "母体脐滑屐", + "Description": "增加角色 185 点行动速度和 15 点力量、敏捷、智力。", + "BackgroundStory": "它教你在深渊行走如履襁褓,菌丝每一寸伸展都在复刻母体失落的胞宫记忆。", + "ItemType": 3, + "WeaponType": 0, + "QualityType": 5, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7226, + "Name": "母体脐滑屐", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 185, + "exstr": 15, + "exagi": 15, + "exint": 15 + } + ] + } + ] + } + }, "守护吊坠": { "Id": 14501, "Name": "守护吊坠", - "Description": "增加角色 4 点所有力量、敏捷、智力。", + "Description": "增加角色 4 点力量、敏捷、智力。", "BackgroundStory": "带着一丝丝念想。", "ItemType": 4, "WeaponType": 0, @@ -1483,7 +2636,7 @@ "银质手环": { "Id": 14505, "Name": "银质手环", - "Description": "增加角色 8 点所有力量、敏捷、智力。", + "Description": "增加角色 8 点力量、敏捷、智力。", "BackgroundStory": "素雅精致的银质手环。", "ItemType": 4, "WeaponType": 0, @@ -1680,7 +2833,7 @@ }, { "Id": 8023, - "exatk": 0.15 + "exatk": 0.10 } ] } @@ -1804,5 +2957,333 @@ } ] } + }, + "星穹智核": { + "Id": 14516, + "Name": "星穹智核", + "Description": "增加角色 25% 智力和 10% 冷却缩减。", + "BackgroundStory": "银辉城核心「悖论引擎」的微型碎片,在星辰的辉光下被锻造成型,仿佛将整个星穹的智慧凝于一点。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7316, + "Name": "星穹智核", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exint2": 0.25, + "excdr": 0.1 + } + ] + } + ] + } + }, + "林海律动之心": { + "Id": 14517, + "Name": "林海律动之心", + "Description": "增加角色 5% 最大生命值和 10 点每秒生命回复。", + "BackgroundStory": "瑟兰薇歌林海深处,古老树木的生命精华与旋律古龙的低语交织,凝结成这颗荧蓝色的晶体。它跳动着森林的原始脉搏,每一次律动都为佩戴者注入源源不断的生机,使其与大地的根脉相连,坚不可摧。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7317, + "Name": "林海律动之心", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exhp2": 0.05, + "exhr": 10 + } + ] + } + ] + } + }, + "时空裂痕之眼": { + "Id": 14518, + "Name": "时空裂痕之眼", + "Description": "增加角色 12% 物理穿透和 8% 魔法穿透。", + "BackgroundStory": "永霜裂痕中,由无数冰封的战争残影与扭曲的时空碎片凝聚而成。佩戴者能从中窥见时间的缝隙,预判命运的轨迹,仿佛拥有了时空扭曲者的部分洞察力,让敌人在眼前化为虚无。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7318, + "Name": "时空裂痕之眼", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exppt": 0.12, + "exmpt": 0.08 + } + ] + } + ] + } + }, + "炽心熔炉": { + "Id": 14519, + "Name": "炽心熔炉", + "Description": "增加角色 25% 敏捷和 10% 加速系数。", + "BackgroundStory": "永燃坩埚的核心,由最纯粹的深渊火钻与活体金属苔藓在岩浆的洗礼下铸就。它燃烧着不灭的锻造之火,将佩戴者的意志与熔岩巨兽的蛮力融为一体,每一次挥击都带着足以融化钢铁的炽热威能。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7319, + "Name": "炽心熔炉", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exagi2": 0.25, + "exacc": 0.1 + } + ] + } + ] + } + }, + "畸变利刃": { + "Id": 14520, + "Name": "畸变利刃", + "Description": "增加角色 25% 力量和 5% 生命偷取。", + "BackgroundStory": "齿与血回廊的残酷产物,由被强制改造的闯入者最坚韧的骨骼与活体魔力血浸染而成。它不再是单纯的骨骼,而是承载着无尽痛苦与扭曲意志的锋刃。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7320, + "Name": "畸变利刃", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exstr2": 0.25, + "exls": 0.05 + } + ] + } + ] + } + }, + "虚空行者的残章": { + "Id": 14521, + "Name": "虚空行者的残章", + "Description": "增加角色 18% 智力,减少所有主动技能 2 秒硬直时间,但会减少 30% 物理护甲。", + "BackgroundStory": "一本失落的古老游记残篇,据传由一位曾漫游于虚空边缘的学者所著。它曾被遗弃在千瞳镜湖的深处,后被骨桥深渊的幽灵船队偶然拾起。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7321, + "Name": "虚空行者的残章", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exint2": 0.18, + "shtr": -2, + "exdef2": -0.3 + } + ] + } + ] + } + }, + "永燃之心": { + "Id": 14522, + "Name": "永燃之心", + "Description": "增加角色 20% 攻击力和 20% 暴击伤害,但是会减少 10% 魔法抗性。", + "BackgroundStory": "在永燃坩埚的深处,熔岩之王的心脏在无尽的火焰中锤炼而成。据说其诞生之初,赫菲斯托斯之喉的火山都为之颤抖,喷涌出前所未有的深渊火钻。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7322, + "Name": "永燃之心", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exatk2": 0.20, + "excrd": 0.20, + "mdftype": 0, + "mdfvalue": -0.1 + } + ] + } + ] + } + }, + "时之沙漏": { + "Id": 14523, + "Name": "时之沙漏", + "Description": "增加角色 80 点行动速度和 10% 冷却缩减、10% 加速系数,减少 10% 普通攻击和主动技能的硬直时间;但是会减少 10% 闪避率和 5% 物理伤害减免、5% 魔法抗性。", + "BackgroundStory": "在永霜裂痕的冰封记忆中,曾有记载一位时空扭曲者手持此物,在时间洪流中穿梭自如。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7323, + "Name": "时之沙漏", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exspd": 80, + "excdr": 0.1, + "exacc": 0.1, + "nahtr2": 0.1, + "shtr2": 0.1, + "exer": -0.1, + "expdr": -0.05, + "mdftype": 0, + "mdfvalue": -0.05 + } + ] + } + ] + } + }, + "苍穹之泪": { + "Id": 14524, + "Name": "苍穹之泪", + "Description": "增加角色 15% 最大魔法值,增加角色 10% 魔法穿透,但是会增加所有主动技能 2 秒硬直时间。", + "BackgroundStory": "这滴泪水曾坠入穹顶之泪湖,引发了星辉水母群的重力法则异变。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7324, + "Name": "苍穹之泪", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exmp2": 0.15, + "exmpt": 0.10, + "shtr": -2 + } + ] + } + ] + } + }, + "悲鸣矿核": { + "Id": 14525, + "Name": "悲鸣矿核", + "Description": "增加角色 20% 物理穿透和 10% 生命偷取,但是会减少 10% 攻击力和 10% 最大生命值。", + "BackgroundStory": "悲鸣矿脉深处,由无数神经宝石与矿脉神经纤维交织而成的核心。曾有传闻,齿与血回廊的造物车间曾试图将其改造,但最终以失败告终,只因其内部的悲鸣之力过于强大。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 3, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7325, + "Name": "悲鸣矿核", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exppt": 0.20, + "exls": 0.1, + "exatk2": -0.1, + "exhp2": -0.1 + } + ] + } + ] + } + }, + "泰坦回响之核": { + "Id": 14526, + "Name": "泰坦回响之核", + "Description": "增加角色 22 点力量、敏捷、智力。", + "BackgroundStory": "在雷霆王座山脉的裁决尖碑下发现的古老核心,其中封印着泰坦巨神在创世之初留下的回响。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7326, + "Name": "泰坦回响之核", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exstr": 22, + "exagi": 22, + "exint": 22 + } + ] + } + ] + } + }, + "虚空低语之石": { + "Id": 14527, + "Name": "虚空低语之石", + "Description": "增加角色 25% 生命偷取,增加角色 25% 攻击力,但是会减少 10% 最大魔法值和 10% 闪避率。", + "BackgroundStory": "一块从骨桥深渊中被无尽虚空能量侵蚀的诡异奇石。它无声地发出诱惑的低语,散发着吞噬一切的原始欲望。", + "ItemType": 4, + "WeaponType": 0, + "QualityType": 4, + "Skills": { + "Active": null, + "Passives": [ + { + "Id": 7327, + "Name": "虚空低语之石", + "SkillType": 3, + "Effects": [ + { + "Id": 8032, + "exls": 0.25, + "exatk2": 0.25, + "exmp2": -0.1, + "exer": -0.1 + } + ] + } + ] + } } } diff --git a/OshimaServers/FastAutoServer.cs b/OshimaServers/FastAutoServer.cs index 36d453f..6f3be2f 100644 --- a/OshimaServers/FastAutoServer.cs +++ b/OshimaServers/FastAutoServer.cs @@ -339,7 +339,7 @@ namespace Oshima.FunGame.OshimaServers { foreach (Character character in queue.Queue) { - 这次发放的空投 = [new 攻击之爪20()]; + 这次发放的空投 = [new 攻击之爪25()]; foreach (Item item in 这次发放的空投) { queue.Equip(character, EquipSlotType.Accessory1, item, out _); diff --git a/OshimaServers/Service/FunGameService.cs b/OshimaServers/Service/FunGameService.cs index 9d61ad6..b1d1b49 100644 --- a/OshimaServers/Service/FunGameService.cs +++ b/OshimaServers/Service/FunGameService.cs @@ -44,7 +44,7 @@ namespace Oshima.FunGame.OshimaServers.Service Dictionary exItems = Factory.GetGameModuleInstances(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item); FunGameConstant.Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5)); - FunGameConstant.Equipment.AddRange([new 攻击之爪10(), new 攻击之爪20(), new 攻击之爪30(), new 攻击之爪40()]); + FunGameConstant.Equipment.AddRange([new 攻击之爪10(), new 攻击之爪25(), new 攻击之爪40(), new 攻击之爪55(), new 攻击之爪70(), new 攻击之爪85()]); FunGameConstant.Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4)); FunGameConstant.Items.AddRange([new 小经验书(), new 中经验书(), new 大经验书(), new 升华之印(), new 流光之印(), new 永恒之印(), new 技能卷轴(), new 智慧之果(), new 奥术符文(), new 混沌之核(), @@ -111,13 +111,15 @@ namespace Oshima.FunGame.OshimaServers.Service QualityType.Blue => Random.Shared.Next(13, 19), QualityType.Purple => Random.Shared.Next(19, 25), QualityType.Orange => Random.Shared.Next(25, 31), + QualityType.Red => Random.Shared.Next(31, 37), + QualityType.Gold => Random.Shared.Next(37, 43), _ => Random.Shared.Next(1, 7) }; item.QualityType = (QualityType)qualityType; } else { - total = Random.Shared.Next(1, 31); + total = Random.Shared.Next(1, 43); if (total > 6 && total <= 12) { item.QualityType = QualityType.Green; @@ -134,6 +136,14 @@ namespace Oshima.FunGame.OshimaServers.Service { item.QualityType = QualityType.Orange; } + else if (total > 30 && total <= 36) + { + item.QualityType = QualityType.Red; + } + else if (total > 36 && total <= 42) + { + item.QualityType = QualityType.Gold; + } } GenerateAndAddSkillToMagicCard(item, total); @@ -150,8 +160,8 @@ namespace Oshima.FunGame.OshimaServers.Service 2 => 2, 3 => 2, 4 => 3, - 5 => 3, - 6 => 4, + 5 => 4, + 6 => 5, _ => 1 }; if (magic.Level > 1) @@ -361,6 +371,14 @@ namespace Oshima.FunGame.OshimaServers.Service { item.QualityType = QualityType.Orange; } + else if (total > 90 && total <= 108) + { + item.QualityType = QualityType.Red; + } + else if (total > 108) + { + item.QualityType = QualityType.Gold; + } return item; } return null; @@ -1305,7 +1323,7 @@ namespace Oshima.FunGame.OshimaServers.Service int naLevel = General.GameplayEquilibriumConstant.MaxNormalAttackLevel / cutRate; boss.Level = cLevel; boss.NormalAttack.Level = naLevel; - boss.NormalAttack.HardnessTime = 6; + boss.NormalAttack.ExHardnessTime = -4; Item[] weapons = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == 4)]; Item[] armors = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == 1)]; Item[] shoes = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == 1)]; diff --git a/OshimaServers/Service/FunGameSimulation.cs b/OshimaServers/Service/FunGameSimulation.cs index 423fe85..e3a5fe6 100644 --- a/OshimaServers/Service/FunGameSimulation.cs +++ b/OshimaServers/Service/FunGameSimulation.cs @@ -176,7 +176,7 @@ namespace Oshima.FunGame.OshimaServers.Service WriteLine(""); if (isWeb) result.Add("=== 空投 ===\r\n" + Msg); nextDropTime = isTeam ? 90 : 60; - if (mQuality < 4) + if (mQuality < 5) { mQuality++; } @@ -184,11 +184,11 @@ namespace Oshima.FunGame.OshimaServers.Service { wQuality++; } - if (aQuality < 1) + if (aQuality < 5) { aQuality++; } - if (sQuality < 1) + if (sQuality < 5) { sQuality++; } @@ -253,6 +253,12 @@ namespace Oshima.FunGame.OshimaServers.Service actionQueue.DisplayQueue(); if (PrintOut) Console.WriteLine(); + actionQueue.CharacterDeath += ActionQueue_CharacterDeath; + if (actionQueue is TeamGamingQueue teamQueue) + { + //teamQueue.GameEndTeam += TeamQueue_GameEndTeam; + } + // 总回合数 int maxRound = 9999; @@ -375,7 +381,7 @@ namespace Oshima.FunGame.OshimaServers.Service WriteLine(""); if (isWeb) result.Add("=== 空投 ===\r\n" + Msg); nextDropTime = isTeam ? 100 : 40; - if (mQuality < 4) + if (mQuality < 5) { mQuality++; } @@ -383,11 +389,11 @@ namespace Oshima.FunGame.OshimaServers.Service { wQuality++; } - if (aQuality < 1) + if (aQuality < 5) { aQuality++; } - if (sQuality < 1) + if (sQuality < 5) { sQuality++; } @@ -638,6 +644,32 @@ namespace Oshima.FunGame.OshimaServers.Service } } + private static async Task TeamQueue_GameEndTeam(TeamGamingQueue queue, Team winner) + { + foreach (Character character in winner.Members) + { + Item? i1 = character.UnEquip(EquipSlotType.MagicCardPack); + Item? i2 = character.UnEquip(EquipSlotType.Weapon); + Item? i3 = character.UnEquip(EquipSlotType.Armor); + Item? i4 = character.UnEquip(EquipSlotType.Shoes); + Item? i5 = character.UnEquip(EquipSlotType.Accessory1); + Item? i6 = character.UnEquip(EquipSlotType.Accessory2); + queue.WriteLine(character.GetInfo()); + } + return await Task.FromResult(true); + } + + private static async Task ActionQueue_GameEnd(GamingQueue queue, Character winner) + { + return await Task.FromResult(true); + } + + private static async Task ActionQueue_CharacterDeath(GamingQueue queue, Character current, Character death) + { + death.Items.Clear(); + return await Task.FromResult(true); + } + /// /// 将回合记录字典序列化为 JSON,然后压缩并写入 ZIP 文件 /// @@ -971,7 +1003,7 @@ namespace Oshima.FunGame.OshimaServers.Service Item[] armors = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == aQuality)]; Item[] shoes = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == sQuality)]; Item[] accessories = [.. FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == acQuality)]; - Item[] consumables = [.. FunGameConstant.AllItems.Where(i => i.ItemType == ItemType.Consumable)]; + Item[] consumables = [.. FunGameConstant.AllItems.Where(i => i.ItemType == ItemType.Consumable && i.IsInGameItem)]; foreach (Character character in queue.HardnessTime.Keys) { if (addLevel) diff --git a/OshimaWebAPI/OshimaWebAPI.cs b/OshimaWebAPI/OshimaWebAPI.cs index 643a785..1e37027 100644 --- a/OshimaWebAPI/OshimaWebAPI.cs +++ b/OshimaWebAPI/OshimaWebAPI.cs @@ -121,7 +121,7 @@ namespace Oshima.FunGame.WebAPI user.Inventory.Characters.Add(character); // 测试物品 - Item item = new 攻击之爪20(); + Item item = new 攻击之爪25(); user.Inventory.Items.Add(item); sql.UpdateInventory(user.Inventory); // 更新库存