| @@ -49,6 +49,7 @@ enum PropType // 地图中的可拾取道具类型 | |||||
| KEY3 = 5; | KEY3 = 5; | ||||
| KEY5 = 6; | KEY5 = 6; | ||||
| KEY6 = 7; | KEY6 = 7; | ||||
| RECOVERY_FROM_DIZZINESS = 8; | |||||
| } | } | ||||
| enum StudentBuffType // 人类可用的增益效果类型 | enum StudentBuffType // 人类可用的增益效果类型 | ||||
| @@ -57,7 +58,7 @@ enum StudentBuffType // 人类可用的增益效果类型 | |||||
| SBUFFTYPE1 = 1;//AddSpeed | SBUFFTYPE1 = 1;//AddSpeed | ||||
| SBUFFTYPE2 = 2;//AddLIFE | SBUFFTYPE2 = 2;//AddLIFE | ||||
| SBUFFTYPE3 = 3;//Shield | SBUFFTYPE3 = 3;//Shield | ||||
| SBUFFTYPE4 = 4; | |||||
| SBUFFTYPE4 = 4;//INVISIBLE | |||||
| } | } | ||||
| enum PlayerState | enum PlayerState | ||||
| @@ -68,6 +68,14 @@ namespace GameClass.GameObj | |||||
| } | } | ||||
| public override PropType GetPropType() => PropType.AddHpOrAp; | public override PropType GetPropType() => PropType.AddHpOrAp; | ||||
| } | } | ||||
| public sealed class RecoveryFromDizziness : Prop | |||||
| { | |||||
| public RecoveryFromDizziness(XY initPos, PlaceType placeType) : | |||||
| base(initPos, placeType) | |||||
| { | |||||
| } | |||||
| public override PropType GetPropType() => PropType.RecoveryFromDizziness; | |||||
| } | |||||
| /// <summary> | /// <summary> | ||||
| /// 矛盾 | /// 矛盾 | ||||
| /// </summary> | /// </summary> | ||||
| @@ -147,6 +155,8 @@ namespace GameClass.GameObj | |||||
| return new ShieldOrSpear(pos, place); | return new ShieldOrSpear(pos, place); | ||||
| case PropType.AddHpOrAp: | case PropType.AddHpOrAp: | ||||
| return new AddHpOrAp(pos, place); | return new AddHpOrAp(pos, place); | ||||
| case PropType.RecoveryFromDizziness: | |||||
| return new RecoveryFromDizziness(pos, place); | |||||
| case PropType.Key3: | case PropType.Key3: | ||||
| return new Key3(pos, place); | return new Key3(pos, place); | ||||
| case PropType.Key5: | case PropType.Key5: | ||||
| @@ -34,9 +34,14 @@ namespace Gaming | |||||
| case PropType.AddLifeOrClairaudience: | case PropType.AddLifeOrClairaudience: | ||||
| if (!player.IsGhost()) | if (!player.IsGhost()) | ||||
| player.AddLIFE(GameData.PropDuration); | player.AddLIFE(GameData.PropDuration); | ||||
| else player.AddClairaudience(GameData.PropDuration); | |||||
| else | |||||
| { | |||||
| player.AddScore(GameData.ScorePropClairaudience); | |||||
| player.AddClairaudience(GameData.PropDuration); | |||||
| } | |||||
| break; | break; | ||||
| case PropType.AddSpeed: | case PropType.AddSpeed: | ||||
| player.AddScore(GameData.ScorePropAddSpeed); | |||||
| player.AddMoveSpeed(GameData.PropDuration); | player.AddMoveSpeed(GameData.PropDuration); | ||||
| break; | break; | ||||
| case PropType.AddHpOrAp: | case PropType.AddHpOrAp: | ||||
| @@ -48,6 +53,13 @@ namespace Gaming | |||||
| } | } | ||||
| else player.AddAp(GameData.PropDuration); | else player.AddAp(GameData.PropDuration); | ||||
| break; | break; | ||||
| case PropType.RecoveryFromDizziness: | |||||
| if (player.PlayerState == PlayerStateType.Stunned) | |||||
| { | |||||
| player.AddScore(GameData.ScorePropRecoverFromDizziness); | |||||
| player.PlayerState = PlayerStateType.Null; | |||||
| } | |||||
| break; | |||||
| default: | default: | ||||
| break; | break; | ||||
| } | } | ||||
| @@ -151,7 +151,10 @@ namespace Preparation.Utility | |||||
| public const int ScorePropUseShield = 20; | public const int ScorePropUseShield = 20; | ||||
| public const int ScorePropUseSpear = 20; | public const int ScorePropUseSpear = 20; | ||||
| public const int ScorePropAddAp = 10; | public const int ScorePropAddAp = 10; | ||||
| public const int ScorePropAddHp = 50; | |||||
| public const int ScorePropAddSpeed = 10; | |||||
| public const int ScorePropClairaudience = 10; | |||||
| public const int ScorePropAddHp = 20; | |||||
| public const int ScorePropRecoverFromDizziness = 20; | |||||
| public static int ScoreUseSkill(ActiveSkillType activeSkillType) | public static int ScoreUseSkill(ActiveSkillType activeSkillType) | ||||
| { | { | ||||
| @@ -56,6 +56,8 @@ namespace Server | |||||
| return Protobuf.PropType.AddHpOrAp; | return Protobuf.PropType.AddHpOrAp; | ||||
| case Preparation.Utility.PropType.ShieldOrSpear: | case Preparation.Utility.PropType.ShieldOrSpear: | ||||
| return Protobuf.PropType.ShieldOrSpear; | return Protobuf.PropType.ShieldOrSpear; | ||||
| case Preparation.Utility.PropType.RecoveryFromDizziness: | |||||
| return Protobuf.PropType.RecoveryFromDizziness; | |||||
| case Preparation.Utility.PropType.Key3: | case Preparation.Utility.PropType.Key3: | ||||
| return Protobuf.PropType.Key3; | return Protobuf.PropType.Key3; | ||||
| case Preparation.Utility.PropType.Key5: | case Preparation.Utility.PropType.Key5: | ||||
| @@ -79,6 +81,8 @@ namespace Server | |||||
| return Preparation.Utility.PropType.AddHpOrAp; | return Preparation.Utility.PropType.AddHpOrAp; | ||||
| case Protobuf.PropType.ShieldOrSpear: | case Protobuf.PropType.ShieldOrSpear: | ||||
| return Preparation.Utility.PropType.ShieldOrSpear; | return Preparation.Utility.PropType.ShieldOrSpear; | ||||
| case Protobuf.PropType.RecoveryFromDizziness: | |||||
| return Preparation.Utility.PropType.RecoveryFromDizziness; | |||||
| case Protobuf.PropType.Key3: | case Protobuf.PropType.Key3: | ||||
| return Preparation.Utility.PropType.Key3; | return Preparation.Utility.PropType.Key3; | ||||
| case Protobuf.PropType.Key5: | case Protobuf.PropType.Key5: | ||||
| @@ -346,13 +346,14 @@ | |||||
| | 道具 | 对学生增益 | [学生得分条件] | 对搞蛋鬼增益 | [搞蛋鬼得分条件] | | | 道具 | 对学生增益 | [学生得分条件] | 对搞蛋鬼增益 | [搞蛋鬼得分条件] | | ||||
| | :-------- | :-------------------------------------- | :-----------------| :-------------------------------------- |:-----------------| | | :-------- | :-------------------------------------- | :-----------------| :-------------------------------------- |:-----------------| | ||||
| | AddSpeed | 提高移动速度,持续10s |不得分| 提高移动速度,持续10s |不得分| | |||||
| | AddLifeOrClairaudience |若在10s内Hp归零,该增益消失以使Hp保留100|在10s内Hp归零,得分? |10秒内下一次攻击增伤1800000|10秒内有一次攻击,得分? | | |||||
| | AddHpOrAp |回血1500000 | 回血成功 | 10秒内下一次攻击增伤1800000|10秒内有一次攻击,得分? | | |||||
| | ShieldOrSpear | 10秒内能抵挡一次伤害 | 10秒内成功抵挡一次伤害 |10秒内下一次攻击能破盾,如果对方无盾,则增伤900000| 10秒内攻击中学生| | |||||
| | Key3 | 能开启3教的门 |不得分| 能开启3教的门 |不得分| | | Key3 | 能开启3教的门 |不得分| 能开启3教的门 |不得分| | ||||
| | Key5 | 能开启5教的门 |不得分| 能开启3教的门 |不得分| | | Key5 | 能开启5教的门 |不得分| 能开启3教的门 |不得分| | ||||
| | Key6 | 能开启6教的门 |不得分| 能开启3教的门 |不得分| | | Key6 | 能开启6教的门 |不得分| 能开启3教的门 |不得分| | ||||
| | AddSpeed | 提高移动速度,持续10s |得分?| 提高移动速度,持续10s |得分?| | |||||
| | AddLifeOrClairaudience |若在10s内Hp归零,该增益消失以使Hp保留100|在10s内Hp归零,得分? |10秒内下一次攻击增伤1800000|10秒内有一次攻击,得分? | | |||||
| | AddHpOrAp |回血1500000 | 回血成功 | 10秒内下一次攻击增伤1800000|10秒内有一次攻击,得分? | | |||||
| | ShieldOrSpear | 10秒内能抵挡一次伤害 | 10秒内成功抵挡一次伤害 |10秒内下一次攻击能破盾,如果对方无盾,则增伤900000| 10秒内攻击中学生| | |||||
| | RecoveryFromDizziness | 使用瞬间从眩晕状态中恢复 | 成功从眩晕状态中恢复,得分?|使用瞬间从眩晕状态中恢复 | 成功从眩晕状态中恢复,得分?| | |||||
| ## 职业与技能 | ## 职业与技能 | ||||
| @@ -528,7 +529,3 @@ | |||||
| | B | (Both)使用0号技能 | | | B | (Both)使用0号技能 | | ||||
| | N | (Both)使用1号技能 | | | N | (Both)使用1号技能 | | ||||
| | M | (Both)使用2号技能 | | | M | (Both)使用2号技能 | | ||||
| >>>>>>> 4219415cba0600879a5b134a4067e729c868e84b | |||||