diff --git a/src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs b/src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs index abcb9b38..61a76c4e 100644 --- a/src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs +++ b/src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs @@ -189,12 +189,10 @@ public sealed class RuntimeCharacterState : IDisposable // is in GetSkillMod's record handling; if runMod is right but the // felt speed doesn't change, the break is downstream of MovementSkills. EnchantmentMath.VitalMod runMod = Spellbook.GetSkillMod(RunSkillId); + int activeCount = System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments); System.Console.WriteLine( System.FormattableString.Invariant( - $"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} " - + $"runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} " - + $"-> eff run={run} jump={jump} " - + $"(activeEnchantments={System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments)})")); + $"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} -> eff run={run} jump={jump} (activeEnchantments={activeCount})")); MovementSkills.Update(run, jump); }