From d33c6fcb7f1e60c3440814bac5730c8a233ffc8b Mon Sep 17 00:00:00 2001 From: milimoe Date: Mon, 9 Jun 2025 00:14:47 +0800 Subject: [PATCH] =?UTF-8?q?=E6=8A=80=E8=83=BD=E6=8F=8F=E8=BF=B0=E8=B0=83?= =?UTF-8?q?=E6=95=B4=E3=80=81=E6=A6=82=E7=8E=87=E6=8F=90=E5=8D=87=E3=80=81?= =?UTF-8?q?=E9=87=91=E9=92=B1=E6=B6=88=E8=80=97=E5=87=8F=E5=B0=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- OshimaModules/Effects/ItemEffects/GetEP.cs | 2 +- OshimaModules/Effects/ItemEffects/GetEXP.cs | 2 +- .../Effects/ItemEffects/RecoverHP.cs | 2 +- .../Effects/ItemEffects/RecoverHP2.cs | 2 +- .../Effects/ItemEffects/RecoverMP.cs | 2 +- .../Effects/ItemEffects/RecoverMP2.cs | 2 +- .../OpenEffects/AccelerationCoefficient.cs | 2 +- .../Effects/OpenEffects/DynamicsEffect.cs | 2 +- OshimaModules/Effects/OpenEffects/ExAGI.cs | 2 +- OshimaModules/Effects/OpenEffects/ExAGI2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExATK.cs | 2 +- OshimaModules/Effects/OpenEffects/ExATK2.cs | 2 +- .../OpenEffects/ExActionCoefficient.cs | 2 +- OshimaModules/Effects/OpenEffects/ExCDR.cs | 2 +- .../Effects/OpenEffects/ExCritDMG.cs | 2 +- .../Effects/OpenEffects/ExCritRate.cs | 2 +- OshimaModules/Effects/OpenEffects/ExDEF.cs | 2 +- OshimaModules/Effects/OpenEffects/ExDEF2.cs | 2 +- .../Effects/OpenEffects/ExEvadeRate.cs | 2 +- OshimaModules/Effects/OpenEffects/ExHR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExINT.cs | 2 +- OshimaModules/Effects/OpenEffects/ExINT2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMDF.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxHP.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxHP2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxMP.cs | 2 +- OshimaModules/Effects/OpenEffects/ExMaxMP2.cs | 2 +- OshimaModules/Effects/OpenEffects/ExPDR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSPD.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSTR.cs | 2 +- OshimaModules/Effects/OpenEffects/ExSTR2.cs | 2 +- .../Effects/OpenEffects/IgnoreEvade.cs | 2 +- .../Effects/OpenEffects/MagicalPenetration.cs | 2 +- .../OpenEffects/NormalAttackHardTimeReduce.cs | 2 +- .../NormalAttackHardTimeReduce2.cs | 2 +- .../OpenEffects/PhysicalPenetration.cs | 2 +- .../OpenEffects/SkillHardTimeReduce.cs | 2 +- .../OpenEffects/SkillHardTimeReduce2.cs | 2 +- OshimaServers/Service/FunGameConstant.cs | 12 +++++----- OshimaServers/Service/FunGameService.cs | 1 + OshimaWebAPI/Controllers/FunGameController.cs | 24 ++++++++++--------- 42 files changed, 59 insertions(+), 56 deletions(-) diff --git a/OshimaModules/Effects/ItemEffects/GetEP.cs b/OshimaModules/Effects/ItemEffects/GetEP.cs index d1fe1eb..edcf4f2 100644 --- a/OshimaModules/Effects/ItemEffects/GetEP.cs +++ b/OshimaModules/Effects/ItemEffects/GetEP.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.GetEP; public override string Name => "立即获得能量值"; - public override string Description => $"角色立即获得 {实际获得:0.##} 点能量值。" + (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 => $"角色立即获得 {实际获得:0.##} 点能量值。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际获得 = 0; diff --git a/OshimaModules/Effects/ItemEffects/GetEXP.cs b/OshimaModules/Effects/ItemEffects/GetEXP.cs index 66c3816..f9d348f 100644 --- a/OshimaModules/Effects/ItemEffects/GetEXP.cs +++ b/OshimaModules/Effects/ItemEffects/GetEXP.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.GetEXP; public override string Name => "立即获得经验值"; - public override string Description => $"角色立即获得 {实际获得:0.##} 点经验值。" + (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 => $"角色立即获得 {实际获得:0.##} 点经验值。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际获得 = 0; diff --git a/OshimaModules/Effects/ItemEffects/RecoverHP.cs b/OshimaModules/Effects/ItemEffects/RecoverHP.cs index e03900d..527fe59 100644 --- a/OshimaModules/Effects/ItemEffects/RecoverHP.cs +++ b/OshimaModules/Effects/ItemEffects/RecoverHP.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.RecoverHP; public override string Name => "立即回复生命值"; - public override string Description => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (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 => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际回复 = 0; diff --git a/OshimaModules/Effects/ItemEffects/RecoverHP2.cs b/OshimaModules/Effects/ItemEffects/RecoverHP2.cs index 62ded79..b9f5b40 100644 --- a/OshimaModules/Effects/ItemEffects/RecoverHP2.cs +++ b/OshimaModules/Effects/ItemEffects/RecoverHP2.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.RecoverHP2; public override string Name => "立即回复生命值"; - public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点生命值(不可用于复活)。" + (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 => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点生命值(不可用于复活)。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private double 实际回复 => 回复比例 * (Skill.Character?.MaxHP ?? 0); diff --git a/OshimaModules/Effects/ItemEffects/RecoverMP.cs b/OshimaModules/Effects/ItemEffects/RecoverMP.cs index 32ac37f..098905e 100644 --- a/OshimaModules/Effects/ItemEffects/RecoverMP.cs +++ b/OshimaModules/Effects/ItemEffects/RecoverMP.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.RecoverMP; public override string Name => "立即回复魔法值"; - public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (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 => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private readonly double 实际回复 = 0; diff --git a/OshimaModules/Effects/ItemEffects/RecoverMP2.cs b/OshimaModules/Effects/ItemEffects/RecoverMP2.cs index 3ff4921..b220bb4 100644 --- a/OshimaModules/Effects/ItemEffects/RecoverMP2.cs +++ b/OshimaModules/Effects/ItemEffects/RecoverMP2.cs @@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects { public override long Id => (long)EffectID.RecoverMP2; public override string Name => "立即回复魔法值"; - public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (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 => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (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 EffectType EffectType { get; set; } = EffectType.Item; private double 实际回复 => 回复比例 * (Skill.Character?.MaxMP ?? 0); diff --git a/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs index 371efd0..649a1ef 100644 --- a/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/AccelerationCoefficient.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.AccelerationCoefficient; public override string Name => "加速系数加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 加速系数。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs index 8df4a40..a78b894 100644 --- a/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs +++ b/OshimaModules/Effects/OpenEffects/DynamicsEffect.cs @@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.DynamicsEffect; public override string Name { get; set; } = "动态扩展特效"; - public override string Description => string.Join("", Descriptions) + (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 => string.Join("", Descriptions) + (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 HashSet Descriptions { get; } = []; public Dictionary RealDynamicsValues { get; } = []; diff --git a/OshimaModules/Effects/OpenEffects/ExAGI.cs b/OshimaModules/Effects/OpenEffects/ExAGI.cs index 4e65f07..427b67c 100644 --- a/OshimaModules/Effects/OpenEffects/ExAGI.cs +++ b/OshimaModules/Effects/OpenEffects/ExAGI.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExAGI; public override string Name => "敏捷加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点敏捷。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点敏捷。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExAGI2.cs b/OshimaModules/Effects/OpenEffects/ExAGI2.cs index 229e6c6..f04f276 100644 --- a/OshimaModules/Effects/OpenEffects/ExAGI2.cs +++ b/OshimaModules/Effects/OpenEffects/ExAGI2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExAGI2; public override string Name => "敏捷加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点敏捷。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点敏捷。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExATK.cs b/OshimaModules/Effects/OpenEffects/ExATK.cs index 6da2cef..f55f587 100644 --- a/OshimaModules/Effects/OpenEffects/ExATK.cs +++ b/OshimaModules/Effects/OpenEffects/ExATK.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExATK; public override string Name => "攻击力加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点攻击力。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点攻击力。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExATK2.cs b/OshimaModules/Effects/OpenEffects/ExATK2.cs index 2479083..ffb1bca 100644 --- a/OshimaModules/Effects/OpenEffects/ExATK2.cs +++ b/OshimaModules/Effects/OpenEffects/ExATK2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExATK2; public override string Name => "攻击力加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点攻击力。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点攻击力。" + (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 double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs index 933e4d6..e171174 100644 --- a/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs +++ b/OshimaModules/Effects/OpenEffects/ExActionCoefficient.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExActionCoefficient; public override string Name => "行动系数加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 行动系数。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 行动系数。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExCDR.cs b/OshimaModules/Effects/OpenEffects/ExCDR.cs index 2b8a274..19ffa60 100644 --- a/OshimaModules/Effects/OpenEffects/ExCDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExCDR.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExCDR; public override string Name => "冷却缩减加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 冷却缩减。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 冷却缩减。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExCritDMG.cs b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs index 5488b4b..e4396ca 100644 --- a/OshimaModules/Effects/OpenEffects/ExCritDMG.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritDMG.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExCritDMG; public override string Name => "暴击伤害加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击伤害。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击伤害。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExCritRate.cs b/OshimaModules/Effects/OpenEffects/ExCritRate.cs index 39811e3..d432cc3 100644 --- a/OshimaModules/Effects/OpenEffects/ExCritRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExCritRate.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExCritRate; public override string Name => "暴击率加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击率。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 暴击率。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExDEF.cs b/OshimaModules/Effects/OpenEffects/ExDEF.cs index 0022ead..9746d20 100644 --- a/OshimaModules/Effects/OpenEffects/ExDEF.cs +++ b/OshimaModules/Effects/OpenEffects/ExDEF.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExDEF; public override string Name => "物理护甲加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点物理护甲。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点物理护甲。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExDEF2.cs b/OshimaModules/Effects/OpenEffects/ExDEF2.cs index db34209..724dae0 100644 --- a/OshimaModules/Effects/OpenEffects/ExDEF2.cs +++ b/OshimaModules/Effects/OpenEffects/ExDEF2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExDEF2; public override string Name => "物理护甲加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {实际加成:0.##} ] 点物理护甲。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs index b238058..1aa5098 100644 --- a/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs +++ b/OshimaModules/Effects/OpenEffects/ExEvadeRate.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExEvadeRate; public override string Name => "闪避率加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 闪避率。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExHR.cs b/OshimaModules/Effects/OpenEffects/ExHR.cs index 3c6c380..9cab00a 100644 --- a/OshimaModules/Effects/OpenEffects/ExHR.cs +++ b/OshimaModules/Effects/OpenEffects/ExHR.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExHR; public override string Name => "生命回复加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点生命回复。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点生命回复。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExINT.cs b/OshimaModules/Effects/OpenEffects/ExINT.cs index cb52a73..56660ea 100644 --- a/OshimaModules/Effects/OpenEffects/ExINT.cs +++ b/OshimaModules/Effects/OpenEffects/ExINT.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExINT; public override string Name => "智力加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点智力。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点智力。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExINT2.cs b/OshimaModules/Effects/OpenEffects/ExINT2.cs index d0ed977..6d38cfa 100644 --- a/OshimaModules/Effects/OpenEffects/ExINT2.cs +++ b/OshimaModules/Effects/OpenEffects/ExINT2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExINT2; public override string Name => "智力加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点智力。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点智力。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMDF.cs b/OshimaModules/Effects/OpenEffects/ExMDF.cs index fbd3245..e3029a8 100644 --- a/OshimaModules/Effects/OpenEffects/ExMDF.cs +++ b/OshimaModules/Effects/OpenEffects/ExMDF.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMDF; public override string Name => "魔法抗性加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% {CharacterSet.GetMagicResistanceName(魔法类型)}。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMR.cs b/OshimaModules/Effects/OpenEffects/ExMR.cs index b42084f..ad19a9d 100644 --- a/OshimaModules/Effects/OpenEffects/ExMR.cs +++ b/OshimaModules/Effects/OpenEffects/ExMR.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMR; public override string Name => "魔法回复加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点魔法回复。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点魔法回复。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMaxHP.cs b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs index f6749ba..7f34af3 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxHP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxHP.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMaxHP; public override string Name => "最大生命值加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大生命值。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大生命值。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs b/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs index e22e0d0..85ea1ff 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxHP2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMaxHP2; public override string Name => "最大生命值加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大生命值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大生命值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMaxMP.cs b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs index 3f3d8e3..d7e88c0 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxMP.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxMP.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMaxMP; public override string Name => "最大魔法值加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大魔法值。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点最大魔法值。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs b/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs index d4c5f07..1030c1a 100644 --- a/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs +++ b/OshimaModules/Effects/OpenEffects/ExMaxMP2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExMaxMP2; public override string Name => "最大魔法值加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大魔法值。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点最大魔法值。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExPDR.cs b/OshimaModules/Effects/OpenEffects/ExPDR.cs index 9d80c9a..12970eb 100644 --- a/OshimaModules/Effects/OpenEffects/ExPDR.cs +++ b/OshimaModules/Effects/OpenEffects/ExPDR.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExPDR; public override string Name => "物理伤害减免加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理伤害减免。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理伤害减免。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExSPD.cs b/OshimaModules/Effects/OpenEffects/ExSPD.cs index 68adace..eb5c68a 100644 --- a/OshimaModules/Effects/OpenEffects/ExSPD.cs +++ b/OshimaModules/Effects/OpenEffects/ExSPD.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExSPD; public override string Name => "行动速度加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点行动速度。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点行动速度。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExSTR.cs b/OshimaModules/Effects/OpenEffects/ExSTR.cs index d0d1dad..f0611de 100644 --- a/OshimaModules/Effects/OpenEffects/ExSTR.cs +++ b/OshimaModules/Effects/OpenEffects/ExSTR.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExSTR; public override string Name => "力量加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/ExSTR2.cs b/OshimaModules/Effects/OpenEffects/ExSTR2.cs index 4985ae2..aae8815 100644 --- a/OshimaModules/Effects/OpenEffects/ExSTR2.cs +++ b/OshimaModules/Effects/OpenEffects/ExSTR2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.ExSTR2; public override string Name => "力量加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点力量。" + (Source != null && Skill.Character != Source || Skill is not OpenSkill ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); + public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(加成比例) * 100:0.##}% [ {Math.Abs(实际加成):0.##} ] 点力量。" + (Source != null && (Skill.Character != Source || Skill is not OpenSkill) ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : (Skill is OpenSkill ? "" : $" 的 [ {Skill.Name} ]")) : ""); public double Value => 实际加成; private readonly double 加成比例 = 0; diff --git a/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs b/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs index 6a4f139..ccf73d1 100644 --- a/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs +++ b/OshimaModules/Effects/OpenEffects/IgnoreEvade.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.IgnoreEvade; public override string Name => "无视闪避"; - public override string Description => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (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 => $"普通攻击有 {概率 * 100:0.##}% 概率无视闪避。" + (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 double Value => 概率; private readonly double 概率 = 0; diff --git a/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs index ba2d642..fcafe9c 100644 --- a/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/MagicalPenetration.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.MagicalPenetration; public override string Name => "魔法穿透加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 魔法穿透。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 魔法穿透。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce.cs index 3f3d33e..add94b2 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 => $"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; diff --git a/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs b/OshimaModules/Effects/OpenEffects/NormalAttackHardTimeReduce2.cs index 3e2462a..6bf07bd 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; diff --git a/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs index fa75bdb..bb525e6 100644 --- a/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs +++ b/OshimaModules/Effects/OpenEffects/PhysicalPenetration.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.PhysicalPenetration; public override string Name => "物理穿透加成"; - public override string Description => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理穿透。" + (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 => $"{(实际加成 >= 0 ? "增加" : "减少")}角色 {Math.Abs(实际加成) * 100:0.##}% 物理穿透。" + (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 double Value => 实际加成; private readonly double 实际加成 = 0; diff --git a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs index f709ee1..83c61d8 100644 --- a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs +++ b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.SkillHardTimeReduce; public override string Name => Skill.Name; - public override string Description => $"减少角色的所有主动技能 {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 => $"减少角色的所有主动技能 {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; diff --git a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs index 635f87c..e3a5e99 100644 --- a/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs +++ b/OshimaModules/Effects/OpenEffects/SkillHardTimeReduce2.cs @@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects { public override long Id => (long)EffectID.SkillHardTimeReduce2; public override string Name => Skill.Name; - public override string Description => $"减少角色的所有主动技能 {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 => $"减少角色的所有主动技能 {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; diff --git a/OshimaServers/Service/FunGameConstant.cs b/OshimaServers/Service/FunGameConstant.cs index 4a2afc6..eedf962 100644 --- a/OshimaServers/Service/FunGameConstant.cs +++ b/OshimaServers/Service/FunGameConstant.cs @@ -579,12 +579,12 @@ namespace Oshima.FunGame.OshimaServers.Service public static Dictionary DrawCardProbabilities { get; } = new() { - { QualityType.White, 69.53 }, - { QualityType.Green, 15.35 }, - { QualityType.Blue, 9.48 }, - { QualityType.Purple, 4.25 }, - { QualityType.Orange, 1.33 }, - { QualityType.Red, 0.06 } + { QualityType.White, 49.53 }, + { QualityType.Green, 19.35 }, + { QualityType.Blue, 13.48 }, + { QualityType.Purple, 8.25 }, + { QualityType.Orange, 6.33 }, + { QualityType.Red, 3.06 } }; public static Dictionary PriceRanges { get; } = new() diff --git a/OshimaServers/Service/FunGameService.cs b/OshimaServers/Service/FunGameService.cs index 6d6e3b5..3c05db9 100644 --- a/OshimaServers/Service/FunGameService.cs +++ b/OshimaServers/Service/FunGameService.cs @@ -1650,6 +1650,7 @@ namespace Oshima.FunGame.OshimaServers.Service { int index = Random.Shared.Next(FunGameConstant.AllItems.Count); Item item = FunGameConstant.AllItems[index].Copy(); + item.Character = null; (int min, int max) = (0, 0); if (FunGameConstant.PriceRanges.TryGetValue(item.QualityType, out (int Min, int Max) range)) { diff --git a/OshimaWebAPI/Controllers/FunGameController.cs b/OshimaWebAPI/Controllers/FunGameController.cs index 959459a..af10e12 100644 --- a/OshimaWebAPI/Controllers/FunGameController.cs +++ b/OshimaWebAPI/Controllers/FunGameController.cs @@ -24,8 +24,8 @@ namespace Oshima.FunGame.WebAPI.Controllers { private ILogger Logger { get; set; } = logger; - private const int drawCardReduce = 2000; - private const int drawCardReduce_Material = 10; + private const int drawCardReduce = 1000; + private const int drawCardReduce_Material = 5; private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。"; private const string refused = "暂时无法使用此指令。"; @@ -466,7 +466,9 @@ namespace Oshima.FunGame.WebAPI.Controllers User user = Factory.GetUser(sqlHelper.DataSet); sqlHelper.Commit(); user.Inventory.Credits = 5000; - user.Inventory.Characters.Add(new CustomCharacter(FunGameConstant.CustomCharacterId, username, nickname: username)); + Character character = new CustomCharacter(FunGameConstant.CustomCharacterId, username, nickname: username); + character.Recovery(); + user.Inventory.Characters.Add(character); FunGameConstant.UserIdAndUsername[user.Id] = user; PluginConfig pc = new("saved", user.Id.ToString()); pc.LoadConfig(); @@ -613,7 +615,7 @@ namespace Oshima.FunGame.WebAPI.Controllers { User user = FunGameService.GetUser(pc); - int reduce = 1500; + int reduce = 200; if (user.Inventory.Credits >= reduce) { user.Inventory.Credits -= reduce; @@ -721,7 +723,7 @@ namespace Oshima.FunGame.WebAPI.Controllers { if (newCustom is null) { - int reduce = 20; + int reduce = 3; if (user.Inventory.Materials >= reduce) { user.Inventory.Materials -= reduce; @@ -5178,9 +5180,9 @@ namespace Oshima.FunGame.WebAPI.Controllers int halfdown = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) < 0.5 && c.HP > 0); int halfup = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) >= 0.5 && c.HP != c.MaxHP); - double deadNeed = 3000 * dead; - double halfdownNeed = 1500 * halfdown; - double halfupNeed = 500 * halfup; + double deadNeed = 300 * dead; + double halfdownNeed = 150 * halfdown; + double halfupNeed = 50 * halfup; double total = deadNeed + halfdownNeed + halfupNeed; if (total == 0) @@ -5207,9 +5209,9 @@ namespace Oshima.FunGame.WebAPI.Controllers } msg += $"({dead} 个死亡角色,{halfdown} 个 50% 以下的角色,{halfup} 个 50% 以上的角色)\r\n" + - $"收费标准:\r\n3000 {General.GameplayEquilibriumConstant.InGameCurrency} / 死亡角色\r\n" + - $"1500 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以下的角色\r\n" + - $"500 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以上的角色"; + $"收费标准:\r\n300 {General.GameplayEquilibriumConstant.InGameCurrency} / 死亡角色\r\n" + + $"150 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以下的角色\r\n" + + $"50 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以上的角色"; return msg; }