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@@ -21,13 +21,13 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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}
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skill.AttackTimeC(attacker.Prop[5]) //计算命中
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defender.Exec(func(effect input.Effect) bool { //计算闪避,然后修改对方命中),同时相当于计算属性无效这种
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //计算闪避,然后修改对方命中),同时相当于计算属性无效这种
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effect.Ctx().SkillEntity = skill
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effect.SkillHit_ex()
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return true
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})
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attacker.Exec(func(effect input.Effect) bool {
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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//计算变威力
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effect.Ctx().SkillEntity = skill
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effect.SkillHit() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
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@@ -38,7 +38,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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//复制属性
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originalProps[0], originalProps[1] = attacker.Prop, defender.Prop
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originalPetInfo[0], originalPetInfo[1] = attacker.CurPet[0].Info, defender.CurPet[0].Info
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attacker.Exec(func(effect input.Effect) bool {
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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//计算变威力
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effect.Ctx().SkillEntity = skill
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effect.CalculatePre() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率
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@@ -88,7 +88,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info
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}
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// 扣减防御方血量
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attacker.Exec(func(effect input.Effect) bool {
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool {
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effect.Ctx().SkillEntity = skill
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effect.OnSkill() //调用伤害计算
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return true
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@@ -235,14 +235,14 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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currentSkill = originalSkill
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defender.Exec(func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStartEx(firstAttack, secondAttack)
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})
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canUseSkill := attacker.Exec(func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStart(firstAttack, secondAttack)
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})
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStartEx(firstAttack, secondAttack)
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})
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canUseSkill := attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //这个是能否使用技能
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effect.Ctx().SkillEntity = currentSkill
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return effect.ActionStart(firstAttack, secondAttack)
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})
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canUse := canUseSkill && action.CanUse(currentSkill) && attacker != nil && attacker.CurPet[0].Info.Hp > 0
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@@ -273,7 +273,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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})
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if ok {
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usecount := 1
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attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.HookPP(&usecount)
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return true
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@@ -283,7 +283,7 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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if defender.CurPet[0].Info.Hp > 0 {
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//技能使用后
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defender.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.Skill_Use_ex()
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return true
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@@ -292,20 +292,20 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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if attacker.CurPet[0].Info.Hp > 0 {
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//技能使用后
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attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.Skill_Use()
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return true
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})
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}
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//技能使用后
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defender.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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defender.ExecWithOpponent(attacker, func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.Action_end_ex()
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return true
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})
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//技能使用后
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attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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attacker.ExecWithOpponent(defender, func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.Action_end()
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return true
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