| @@ -161,7 +161,7 @@ namespace Gaming | |||||
| { | { | ||||
| if (XY.Distance(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius) | if (XY.Distance(newPlayer.Position, generator.Position) <= newPlayer.AlertnessRadius) | ||||
| { | { | ||||
| if ((double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position) > bgmVolume) | |||||
| if (generator.DegreeOfRepair < GameData.degreeOfFixedGenerator && (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position) > bgmVolume) | |||||
| bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position); | bgmVolume = (double)newPlayer.AlertnessRadius * generator.DegreeOfRepair / GameData.degreeOfFixedGenerator / XY.Distance(newPlayer.Position, generator.Position); | ||||
| } | } | ||||
| } | } | ||||
| @@ -11,7 +11,7 @@ namespace Gaming | |||||
| { | { | ||||
| private partial class SkillManager | private partial class SkillManager | ||||
| { | { | ||||
| public bool CanBeginToCharge(Character player) | |||||
| public static bool CanBeginToCharge(Character player) | |||||
| { | { | ||||
| if ((!player.Commandable())) return false; | if ((!player.Commandable())) return false; | ||||
| @@ -49,7 +49,7 @@ namespace Gaming | |||||
| return true; | return true; | ||||
| } | } | ||||
| public bool JumpyBomb(Character player) | |||||
| public static bool JumpyBomb(Character player) | |||||
| { | { | ||||
| return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () => | return ActiveSkillEffect(player.FindIActiveSkill(ActiveSkillType.JumpyBomb), player, () => | ||||
| { | { | ||||
| @@ -533,7 +533,11 @@ | |||||
| ~~~ | ~~~ | ||||
| #### 喧哗者 | #### 喧哗者 | ||||
| - 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 | |||||
| - 被动技能 | |||||
| 在场所有学生Bgm系统被设为无用的值 | |||||
| ### 学生(&老师) | ### 学生(&老师) | ||||
| @@ -593,6 +597,15 @@ | |||||
| ~~~ | ~~~ | ||||
| 使用瞬间,在可视范围内的使用技能状态中、攻击前后摇、开锁门、开箱的捣蛋鬼会被眩晕(3070+ 玩家损失的血量 / 1000)ms, | 使用瞬间,在可视范围内的使用技能状态中、攻击前后摇、开锁门、开箱的捣蛋鬼会被眩晕(3070+ 玩家损失的血量 / 1000)ms, | ||||
| #### 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 | |||||
| -受到攻击或眩晕学习进度清零 | |||||
| -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 | |||||
| ## 游戏数据 | ## 游戏数据 | ||||