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build: 🚧 edit the 规则Logic.md

tags/0.1.0
shangfengh 3 years ago
parent
commit
a40bf2a02c
6 changed files with 34 additions and 15 deletions
  1. +1
    -1
      logic/GameClass/GameObj/Character/Character.cs
  2. +1
    -1
      logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
  3. +3
    -3
      logic/Preparation/Interface/IOccupation.cs
  4. +1
    -1
      logic/Preparation/Interface/ISkill.cs
  5. +3
    -0
      logic/Preparation/Utility/GameData.cs
  6. +25
    -9
      logic/规则Logic.md

+ 1
- 1
logic/GameClass/GameObj/Character/Character.cs View File

@@ -472,7 +472,7 @@ namespace GameClass.GameObj
return indexing;
}

public void AddMoveSpeed(int buffTime, double add = 2.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
{ MoveSpeed = newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed; },
OrgMoveSpeed);
public bool HasFasterSpeed => buffManager.HasFasterSpeed;


+ 1
- 1
logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs View File

@@ -240,7 +240,7 @@ namespace Gaming
if (gameMap.CanSee(player, character))
{
player.AddScore(GameData.StudentScoreTreat(character.MaxHp - character.HP));
character.AddMoveSpeed(GameData.PropDuration);
character.AddMoveSpeed(GameData.TimeOfAddingSpeedWhenInspire, GameData.AddedTimeOfSpeedWhenInspire);
}
}
}


+ 3
- 3
logic/Preparation/Interface/IOccupation.cs View File

@@ -141,7 +141,7 @@ namespace Preparation.Interface
public const int fixSpeed = 0;
public int FixSpeed => fixSpeed;

public const int treatSpeed = (int)(GameData.basicTreatSpeed*0.7);
public const int treatSpeed = (int)(GameData.basicTreatSpeed * 0.7);
public int TreatSpeed => treatSpeed;

public const double concealment = GameData.basicConcealment * 0.5;
@@ -164,7 +164,7 @@ namespace Preparation.Interface
}
public class Athlete : IStudentType
{
private const int moveSpeed = GameData.basicStudentMoveSpeed * 11/10;
private const int moveSpeed = GameData.basicStudentMoveSpeed * 11 / 10;
public int MoveSpeed => moveSpeed;

private const int maxHp = GameData.basicHp;
@@ -187,7 +187,7 @@ namespace Preparation.Interface
public const double concealment = GameData.basicConcealment * 0.9;
public double Concealment => concealment;

public const int alertnessRadius =GameData.basicStudentAlertnessRadius;
public const int alertnessRadius = GameData.basicStudentAlertnessRadius;
public int AlertnessRadius => alertnessRadius;

public int viewRange = (int)(GameData.basicStudentViewRange * 1.1);


+ 1
- 1
logic/Preparation/Interface/ISkill.cs View File

@@ -108,7 +108,7 @@ namespace Preparation.Interface

public class Howl : IActiveSkill
{
public int SkillCD => GameData.commonSkillCD * 3 / 4;
public int SkillCD => GameData.commonSkillCD * 25 / 30;
public int DurationTime => 0;

private readonly object commonSkillLock = new object();


+ 3
- 0
logic/Preparation/Utility/GameData.cs View File

@@ -206,6 +206,9 @@ namespace Preparation.Utility

public const int TimeOfStunnedWhenJumpyDumpty = 3070;

public const double AddedTimeOfSpeedWhenInspire = 0.6;
public const int TimeOfAddingSpeedWhenInspire = 6000;

#endregion
#region 道具相关
public const int PropRadius = numOfPosGridPerCell / 2;


+ 25
- 9
logic/规则Logic.md View File

@@ -153,23 +153,27 @@
- 普通攻击为 CommonAttackOfGhost
- 主动技能
- 隐身
在DurationTime时间内玩家隐身
CD:30s 持续时间:6s
在持续时间内玩家隐身
- 使用飞刀
在DurationTime时间内,攻击类型变为飞刀
CD:20s 持续时间:1s
在持续时间内,攻击类型变为飞刀

#### Klee
- 普通攻击为 CommonAttackOfGhost
- 主动技能
- 蹦蹦炸弹
- 在DurationTime内,攻击类型变为蹦蹦炸弹
- 当蹦蹦炸弹因为碰撞而爆炸,向子弹方向上加上90°,270° 发出2个小炸弹
- 2个小炸弹运动停止前会因为碰撞爆炸,停止运动后学生碰撞会造成眩晕(AP / GameData.timeFactorOfGhostFainting)ms
- CD:15s 持续时间:3s
- 在持续时间内,攻击类型变为蹦蹦炸弹
- 当蹦蹦炸弹因为碰撞而爆炸,向子弹方向上加上90°,270° 发出2个小炸弹
- 2个小炸弹运动停止前会因为碰撞爆炸,停止运动后学生碰撞会造成眩晕3.07s

#### 喧哗者
- 普通攻击为 CommonAttackOfGhost
- 主动技能
- 嚎叫
使用瞬间,在视野半径范围内(不是可视区域)的学生被眩晕(GameData.TimeOfStudentFaintingWhenHowl)ms,自己进入(GameData.TimeOfGhostSwingingAfterHowl)ms的后摇
CD:25s
使用瞬间,在视野半径范围内(不是可视区域)的学生被眩晕6110ms,自己进入3070ms的后摇
- 被动技能
在场所有学生Bgm系统被设为无用的值

@@ -199,6 +203,7 @@
#### 教师
- 主动技能
- 惩罚
CD:30s
使用瞬间,在可视范围内的使用技能状态中、攻击前后摇的捣蛋鬼会被眩晕(3070)ms,
- 特性
教师无法获得牵制得分
@@ -206,11 +211,22 @@
#### 学霸
- 被动技能
- 冥想
-当玩家处于可接受指令状态且不在修机时,会积累学习进度,速度为(GameData.basicFixSpeed / 4)/ms
-受到攻击(并非伤害)或眩晕或翻窗(或攻击他人)学习进度清零
- 当玩家处于可接受指令状态且不在修机时,会积累学习进度,速度为(GameData.basicFixSpeed / 4)/ms
- 受到攻击(并非伤害)或眩晕或翻窗(或攻击他人)学习进度清零
-主动技能
- 写答案
-使用瞬间,对于可互动范围内的一台电机增加这个学习进度
- CD:30s
- 使用瞬间,对于可互动范围内的一台电机增加这个学习进度

#### 开心果
- 主动技能
- 唤醒
CD:60s
- 勉励
CD:60s
- 鼓舞
CD:60s


## 游戏数据


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