refactor: 统一效果接口方法名为Skill_Use
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@@ -14,7 +14,7 @@ type Effect194 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect194) SkillUseed() bool {
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func (e *Effect194) Skill_Use() bool {
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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var healAmount alpacadecimal.Decimal
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var healAmount alpacadecimal.Decimal
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@@ -13,7 +13,7 @@ type Effect422 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect422) SkillUseed() bool {
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func (e *Effect422) Skill_Use() bool {
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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percent := e.Args()[0].Div(alpacadecimal.NewFromInt(100)) // X%
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percent := e.Args()[0].Div(alpacadecimal.NewFromInt(100)) // X%
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@@ -11,7 +11,7 @@ type Effect427 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect427) SkillUseed() bool {
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func (e *Effect427) Skill_Use() bool {
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if e.Ctx().SkillEntity == nil {
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if e.Ctx().SkillEntity == nil {
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return true
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return true
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}
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}
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@@ -11,7 +11,7 @@ type Effect473 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect473) SkillUseed() bool {
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func (e *Effect473) Skill_Use() bool {
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damageThreshold := int(e.Args()[0].IntPart())
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damageThreshold := int(e.Args()[0].IntPart())
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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@@ -15,7 +15,7 @@ type Effect503 struct {
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damageThreshold int
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damageThreshold int
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}
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}
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func (e *Effect503) SkillUseed() bool {
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func (e *Effect503) Skill_Use() bool {
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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e.damageThreshold = int(e.Args()[0].IntPart())
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e.damageThreshold = int(e.Args()[0].IntPart())
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@@ -846,7 +846,7 @@ type Effect197 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect197) SkillUseed() bool {
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func (e *Effect197) Skill_Use() bool {
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if e.Ctx().Our.CurrentPet.Info.Hp <= 0 { // 被击败
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if e.Ctx().Our.CurrentPet.Info.Hp <= 0 { // 被击败
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// 清除对手的所有能力加强状态
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// 清除对手的所有能力加强状态
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e.Ctx().Opp.RemoveAllPositiveBuffs()
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e.Ctx().Opp.RemoveAllPositiveBuffs()
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@@ -1022,7 +1022,7 @@ type Effect199 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect199) SkillUseed() bool {
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func (e *Effect199) Skill_Use() bool {
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if e.Ctx().Our.CurrentPet.Info.Hp <= 0 { // 被击败
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if e.Ctx().Our.CurrentPet.Info.Hp <= 0 { // 被击败
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// 设置下一个出场精灵的增益效果
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// 设置下一个出场精灵的增益效果
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effectType := int(e.Args()[0].IntPart()) // xx类型
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effectType := int(e.Args()[0].IntPart()) // xx类型
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@@ -24,7 +24,7 @@ func init() {
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}
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}
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// 命中之后
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// 命中之后
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func (e *Effect1) OnSkill() bool {
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func (e *Effect1) Skill_Use() bool {
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e.Input.Heal(
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(alpacadecimal.NewFromInt(2)),
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(alpacadecimal.NewFromInt(2)),
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@@ -22,7 +22,7 @@ type Effect107 struct {
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}
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}
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// 我方使用效果
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// 我方使用效果
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func (e *Effect107) SkillUseed() bool {
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func (e *Effect107) Skill_Use() bool {
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d := e.Ctx().Our.SumDamage.Cmp(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0])))
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d := e.Ctx().Our.SumDamage.Cmp(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0])))
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//说明伤害小于N
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//说明伤害小于N
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@@ -32,7 +32,7 @@ func (e *Effect116) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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}
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func (e *Effect116) SkillUseed() bool {
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func (e *Effect116) Skill_Use() bool {
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if e.Input.FightC.IsFirst(e.Input.Player) {
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if e.Input.FightC.IsFirst(e.Input.Player) {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(alpacadecimal.NewFromInt(5)))
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(alpacadecimal.NewFromInt(5)))
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@@ -11,7 +11,7 @@ type Effect153 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect153) SkillUseed() bool {
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func (e *Effect153) Skill_Use() bool {
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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healAmount := damageDone.Div(e.Args()[1]) // 伤害的1/m
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healAmount := damageDone.Div(e.Args()[1]) // 伤害的1/m
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@@ -16,7 +16,7 @@ func init() {
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}
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}
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// 命中之后
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// 命中之后
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func (e *Effect154) SkillUseed() bool {
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func (e *Effect154) Skill_Use() bool {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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e.Input.Heal(
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]),
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]),
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@@ -13,7 +13,7 @@ type Effect415 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect415) SkillUseed() bool {
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func (e *Effect415) Skill_Use() bool {
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damageThreshold := int(e.Args()[0].IntPart())
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damageThreshold := int(e.Args()[0].IntPart())
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healAmount := e.Args()[1].IntPart()
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healAmount := e.Args()[1].IntPart()
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@@ -11,7 +11,7 @@ type Effect452 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect452) SkillUseed() bool {
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func (e *Effect452) Skill_Use() bool {
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damageDone)
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damageDone)
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@@ -12,7 +12,7 @@ type Effect472 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect472) SkillUseed() bool {
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func (e *Effect472) Skill_Use() bool {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) { // 对手处于异常状态
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) { // 对手处于异常状态
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// 造成的伤害恢复自身体力
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// 造成的伤害恢复自身体力
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damageDone := e.Ctx().Our.SumDamage
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damageDone := e.Ctx().Our.SumDamage
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@@ -21,7 +21,7 @@ type Effect6 struct {
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}
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}
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// 我方使用效果
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// 我方使用效果
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func (e *Effect6) SkillUseed() bool {
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func (e *Effect6) Skill_Use() bool {
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t := &info.DamageZone{
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t := &info.DamageZone{
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Type: info.DamageType.Fixed,
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Type: info.DamageType.Fixed,
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//这个对面计算前是在他的回合,所以后手也能拿到伤害
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//这个对面计算前是在他的回合,所以后手也能拿到伤害
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@@ -30,7 +30,7 @@ func (e *Effect89) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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}
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func (e *Effect89) SkillUseed() bool {
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func (e *Effect89) Skill_Use() bool {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]))
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]))
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