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降低一半的工作消耗
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@ -176,15 +176,17 @@ namespace VPet_Simulator.Core
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case WorkingState.Sleep:
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//睡觉 缓慢恢复所有(除了心情,但是心情不会下降)
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Core.Save.StrengthChange(TimePass * 2);
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Core.Save.StrengthChangeFood(TimePass);
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if (Core.Save.StrengthFood <= 25)
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{//低状态3倍恢复速度
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Core.Save.StrengthChangeFood(TimePass * 2);
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{//低状态2倍恢复速度
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Core.Save.StrengthChangeFood(TimePass);
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}
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else if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += TimePass * 2;
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Core.Save.StrengthChangeDrink(TimePass);
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if (Core.Save.StrengthDrink >= 25)
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{
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Core.Save.StrengthChangeDrink(TimePass * 2);
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Core.Save.StrengthChangeDrink(TimePass);
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}
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else if (Core.Save.StrengthDrink >= 75)
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Core.Save.Health += TimePass * 2;
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@ -193,8 +195,8 @@ namespace VPet_Simulator.Core
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case WorkingState.Work:
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if (NowWork == null)
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break;
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var needfood = TimePass * NowWork.StrengthFood;
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var needdrink = TimePass * NowWork.StrengthDrink;
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var needfood = TimePass * (0.5 + NowWork.StrengthFood / 2);
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var needdrink = TimePass * (0.5 + NowWork.StrengthDrink / 2);
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double efficiency = 0;
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int addhealth = -2;
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if (Core.Save.StrengthFood <= Core.Save.StrengthMax * 0.25)
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@ -247,7 +249,7 @@ namespace VPet_Simulator.Core
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Core.Save.FeelingChange(-NowWork.Feeling * TimePass);
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}
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else
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Core.Save.FeelingChange(-freedrop * NowWork.Feeling);
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Core.Save.FeelingChange(-freedrop * (0.5 + NowWork.Feeling / 2));
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if (Core.Save.Mode == IGameSave.ModeType.Ill)//生病时候停止工作
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WorkTimer.Stop();
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break;
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