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@@ -95,13 +95,13 @@ type ContinuousDamage struct {
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isheal bool //是否回血
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isheal bool //是否回血
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}
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}
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// 技能命中前触发伤害(1/8最大生命值真实伤害)
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// 回合开始触发持续伤害,保证吃药/空过回合时也会正常结算。
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func (e *ContinuousDamage) ActionStart(attacker, defender *action.SelectSkillAction) bool {
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func (e *ContinuousDamage) TurnStart(attacker, defender *action.SelectSkillAction) {
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carrier := e.CarrierInput()
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carrier := e.CarrierInput()
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source := e.SourceInput()
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source := e.SourceInput()
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opp := e.TargetInput()
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opp := e.TargetInput()
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if carrier == nil {
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if carrier == nil {
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return true
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return
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}
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}
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damage := e.calculateDamage()
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damage := e.calculateDamage()
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@@ -110,7 +110,7 @@ func (e *ContinuousDamage) ActionStart(attacker, defender *action.SelectSkillAct
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Damage: damage,
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Damage: damage,
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})
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})
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if len(e.SideEffectArgs) == 0 {
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if len(e.SideEffectArgs) == 0 {
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return true
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return
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}
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}
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// 额外效果
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// 额外效果
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carrier.Damage(source, &info.DamageZone{
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carrier.Damage(source, &info.DamageZone{
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@@ -118,12 +118,11 @@ func (e *ContinuousDamage) ActionStart(attacker, defender *action.SelectSkillAct
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Damage: damage,
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Damage: damage,
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})
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})
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if opp == nil || opp.CurPet[0].GetHP().IntPart() == 0 {
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if opp == nil || opp.CurPet[0].GetHP().IntPart() == 0 {
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return true
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return
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}
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}
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// 给对方回血(不受回血限制影响)
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// 给对方回血(不受回血限制影响)
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opp.Heal(carrier, nil, damage)
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opp.Heal(carrier, nil, damage)
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return true
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}
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}
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// 计算伤害:最大生命值的1/8
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// 计算伤害:最大生命值的1/8
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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