2025-09-24 16:36:32 +00:00
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package input
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import (
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2026-03-07 00:26:05 +08:00
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"blazing/logic/service/common"
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2025-09-28 08:13:42 +00:00
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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2026-03-07 00:26:05 +08:00
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"blazing/modules/player/model"
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2025-12-06 15:11:42 +08:00
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"github.com/alpacahq/alpacadecimal"
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2025-09-24 16:36:32 +00:00
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)
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type Effect interface {
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Fight_Start() bool //战斗开始 首发也写这里吧,别)单独写了
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TurnStart(fattack, sattack *action.SelectSkillAction) //回合开始,注入特性
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ComparePre(fattack, sattack *action.SelectSkillAction) bool //比较前对优先级的修改
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2025-09-30 18:32:15 +08:00
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//技能命中前的返回值代表是否可以出手 ,对命中本身的修改应该是对上下文本身的修改
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2025-11-13 21:36:18 +08:00
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//对技能修改 行动开始前,注入视为等参数在这里实现
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2026-01-05 23:00:42 +08:00
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ActionStartEx(fattack, sattack *action.SelectSkillAction) bool //比较前对优先级的修改
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ActionStart(fattack, sattack *action.SelectSkillAction) bool //比较前对优先级的修改
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SkillHit() bool //这是是命中后的对技能的修改,比如变威力
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SkillHit_ex() bool // 技能命中前触发//预处理受击技能 被攻击方效果,比如受击时无效技能这样
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2026-01-05 00:54:52 +08:00
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CalculatePre() bool //视为 无视效果,相当于这里对敌方的修改
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OnSkill() bool // 触发on miss onhit
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2025-11-11 05:54:24 +00:00
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//Skill_Can() bool //使用技能 可以取消用技能节点 技能无效节点锁定伤害加上
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DamageAdd(*info.DamageZone) bool // 攻击前触发 ,这时候就是+区间
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Damage_Mul(*info.DamageZone) bool // 攻击触发
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DamageFloor(*info.DamageZone) bool // 保底伤害
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DamageDivEx(*info.DamageZone) bool //受击前触发 这时候就是百分比减伤区间
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DamageSubEx(*info.DamageZone) bool // 受击触发 这时候就是点数减伤
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DamageLock(*info.DamageZone) bool //锁定伤害
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DamageLockEx(*info.DamageZone) bool //被动方锁定伤害
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Damage_Shield(*info.DamageZone) bool // 护盾值变化时触发
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Skill_Use() bool //技能使用节点
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Skill_Use_ex() bool //技能PP减少节点
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Action_end() bool
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Action_end_ex() bool
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//OnDefeat(opp *Input) bool // 精灵被击败时触发
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2025-11-13 02:43:00 +08:00
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// 首发其实就是切换的精灵为nil
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2025-12-25 20:49:54 +08:00
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SwitchIn(in *Input) bool // 精灵出战 / 上场时触发
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SwitchOut(in *Input) bool // 精灵下场时触发
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//OnSwitchOut() bool // 精灵下场时触发
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2025-11-11 05:54:24 +00:00
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// OnOwnerSwitchIn() bool // 所属玩家精灵出战时触发
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// OnOwnerSwitchOut() bool // 所属玩家精灵下场时触发
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HookPP(count *int) bool
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TurnEnd() //回合结束计算
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HookAction() bool //出手前的hook参数,返回false阻止继续出手
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2025-11-15 00:15:09 +08:00
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//PreBattleEnd() bool //战斗结束前
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2026-03-08 23:24:18 +08:00
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OnBattleEnd() bool //战斗结束
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PropBefer(in *Input, prop, level int8) bool //锁定属性
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2025-10-15 14:54:59 +00:00
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//效果添加时候应该区分主动方和被动方来确认是主动添加的还是受击添加的
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//boss是进入防守方才被添加抵御异常状态效果的,boss免疫的实质是给挑战者挂载一个阻止添加给对手的debuff
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EFFect_Befer(in *Input, effEffect Effect) bool //属性免疫
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SetArgs(input *Input, param ...int)
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Args() []alpacadecimal.Decimal
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// 治疗相关触发
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Heal_Pre(action.BattleActionI, *int) bool // 治疗前触发 回复翻倍效果
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//Heal(action.BattleActionI) bool // 治疗生效时触发 药剂反噬
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Ctx() *Ctx
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//回合数,然后次数另外维护
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Duration(...int) int
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//Hit(...bool) bool
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Alive(...bool) bool
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IsFirst(...bool) bool
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Stack(...int) int
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CanStack(...bool) bool
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//Owner(...bool) bool // 技能属主,比如寄生和镇魂歌,属主是对方)
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GetInput() *Input
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ID(...EffectIDCombiner) EffectIDCombiner
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//GetSkill() *BattleSkillEntity //获得技能ctx
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}
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2026-03-07 00:26:05 +08:00
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type RuleI interface {
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SetArgs(param ...int)
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Exec(common.FightI, *model.FightOverInfo) bool
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}
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