feat(fight): 实现技能PP消耗Hook机制并优化效果处理 - 在Effect475中添加子效果时通过Ctx().Our.AddEffect正确添加效果 - 删除已废弃的Effect407、Effect440和Effect412效果类型 - 在fightc.go中实现技能使用后的PP消耗Hook机制,支持效果修改PP消耗数量 - 添加HookPP接口方法用于处理技能使用的PP消耗逻辑 - 在SkillInfo中添加Use方法用于实际消耗PP值 ```
This commit is contained in:
42
logic/service/fight/effect/407.go
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42
logic/service/fight/effect/407.go
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@@ -0,0 +1,42 @@
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package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 407 - 下回合起,每回合XX等级+n,持续m回合
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type Effect407 struct {
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node.EffectNode
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}
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func (e *Effect407) Skill_Use() bool {
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// 创建一个延迟生效的效果,在下一回合开始生效
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effectType := int8(e.Args()[0].IntPart()) // XX类型
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effectValue := int8(e.Args()[1].IntPart()) // 等级+n
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duration := int(e.Args()[2].IntPart()) // 持续m回合
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e.GenSub(&Effect407_sub{
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effectType: effectType,
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effectValue: effectValue,
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}, duration)
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return true
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}
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type Effect407_sub struct {
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node.EffectNode
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effectType int8
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effectValue int8
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}
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func (e *Effect407_sub) ActionStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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e.Ctx().Our.SetProp(e.Ctx().Our, e.effectType, e.effectValue)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 138, &Effect407{})
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}
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27
logic/service/fight/effect/412.go
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27
logic/service/fight/effect/412.go
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@@ -0,0 +1,27 @@
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package effect
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import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 412 - 若自身体力小于1/n,则每次攻击不消耗PP值
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type Effect412 struct {
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node.EffectNode
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}
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func (e *Effect412) HookPP(count *int) bool {
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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currentHp := e.Ctx().Our.CurrentPet.GetHP()
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threshold := maxHp.Div(e.Args()[0]) // 1/n
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if currentHp.Cmp(threshold) < 0 {
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*count = 0
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 412, &Effect412{})
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}
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35
logic/service/fight/effect/440.go
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35
logic/service/fight/effect/440.go
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@@ -0,0 +1,35 @@
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package effect
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import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 440 - n回合内对手使用技能消耗的PP值变为m倍
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type Effect440 struct {
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node.EffectNode
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}
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func (e *Effect440) Skill_Use() bool {
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// 创建一个延迟生效的效果,在下一回合开始生效
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e.Ctx().Opp.AddEffect(e.Ctx().Our, e.GenSub(&Effect440_sub{
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m: int(e.Args()[1].IntPart()),
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}, int(e.Args()[0].IntPart())))
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return true
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}
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type Effect440_sub struct {
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node.EffectNode
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m int
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}
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func (e *Effect440_sub) HookPP(count *int) bool {
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*count *= e.m // 把t指向的值取反,直接作用于外部变量
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 138, &Effect407{})
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}
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@@ -20,7 +20,8 @@ func (e *Effect475) Skill_Use() bool {
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if damageDone.IntPart() < int64(damageThreshold) {
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critDuration := int(e.Args()[1].IntPart())
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e.GenSub(&Effect475_sub{}, critDuration)
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e.Ctx().Our.AddEffect(e.Ctx().Our, e.GenSub(&Effect475_sub{}, critDuration))
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}
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@@ -6,29 +6,6 @@ import (
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"blazing/logic/service/fight/node"
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)
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// 407 - 下回合起,每回合XX等级+n,持续m回合
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type Effect407 struct {
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node.EffectNode
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}
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func (e *Effect407) OnSkill() bool {
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// 创建一个延迟生效的效果,在下一回合开始生效
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go func() {
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effectType := int(e.Args()[0].IntPart()) // XX类型
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effectValue := int(e.Args()[1].IntPart()) // 等级+n
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duration := int(e.Args()[2].IntPart()) // 持续m回合
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType)
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if statusEffect != nil {
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statusEffect.SetArgs(e.Ctx().Our, effectValue)
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statusEffect.Duration(duration)
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e.Ctx().Our.AddEffect(e.Ctx().Our, statusEffect)
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}
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}()
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return true
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}
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// 523 - 若当回合未击败对手,则自身1 1 1 1 1 1能力+1
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type Effect523 struct {
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node.EffectNode
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@@ -59,16 +36,6 @@ func (e *Effect523) Action_end_ex() bool {
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return true
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}
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// 440 - n回合内对手使用技能消耗的PP值变为m倍
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type Effect440 struct {
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node.EffectNode
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}
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func (e *Effect440) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(a[0]) // 持续n回合
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}
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// 457 - 复制对手释放的技能(组队对战时无效)
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type Effect457 struct {
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node.EffectNode
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@@ -105,24 +72,6 @@ func (e *Effect197) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.Duration(a[0]) // 持续n回合
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}
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// 412 - 若自身体力小于1/n,则每次攻击不消耗PP值
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type Effect412 struct {
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node.EffectNode
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}
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func (e *Effect412) SkillHit() bool {
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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currentHp := e.Ctx().Our.CurrentPet.GetHP()
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threshold := maxHp.Div(e.Args()[0]) // 1/n
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if currentHp.Cmp(threshold) < 0 {
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// 本次攻击不消耗PP
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e.Ctx().Our.SkipPpConsumption = true
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}
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return true
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}
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// 199 - 下次被击败后,下一个出场的精灵xx等级+k
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type Effect199 struct {
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node.EffectNode
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@@ -244,7 +244,13 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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return item.ID == currentSkill.Info.ID
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})
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if ok {
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skill.PP--
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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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effect.Ctx().SkillEntity = currentSkill
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effect.HookPP(&usecount)
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return true
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})
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skill.Use(usecount)
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}
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}
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if defender.CurrentPet.Info.Hp > 0 {
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@@ -47,7 +47,7 @@ type Effect interface {
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//OnSwitchOut() bool // 精灵下场时触发
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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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//PreBattleEnd() bool //战斗结束前
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@@ -23,6 +23,9 @@ func (e *EffectNode) CalculatePre() bool {
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return true
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}
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func (e *EffectNode) HookPP(count *int) bool {
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return true
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}
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func (e *EffectNode) OnSkill() bool {
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// if e.Effect != nil {
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// if e.Hit() { //没命中
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@@ -459,6 +459,10 @@ type SkillInfo struct {
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PP uint32
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}
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func (s *SkillInfo) Use(count int) {
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s.PP -= uint32(count)
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}
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// TableName Pet's table name
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func (*Pet) TableName() string {
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return TableNamePet
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