refactor(fight/effect): 重构技能效果处理逻辑,统一使用DamageZone结构管理伤害值,新增Effect20疲惫效果和先/后手威力翻倍效果
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@@ -66,16 +66,7 @@ func (c *Input) GetProp(id int, istue bool) int {
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return realValue
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}
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func (c *Input) GetDamage(etype info.EnumDamageType) int {
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rer, ok := c.DamageZone[etype]
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if ok {
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return rer
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//todo 获取后GetEffect
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}
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return 0
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}
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func (c *Input) GetEffect(etype EnumEffectType, id int) *EffectID {
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rer, ok := c.Effects.Load(id + int(etype))
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