refactor(fight/effect): 重构伤害处理逻辑,统一使用DamageZone管理伤害值并优化Effect接口,移除过时方法
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@@ -18,7 +18,7 @@ func init() {
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}
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func (e *Effect1) AfterSkill(opp *input.Input, skill *info.SkillEntity) {
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t := e.Input.GetEffect(input.EffectType.Damage, 0).Stack()
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e.Input.CurrentPet.Info.Hp += uint32(t / 2)
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e.Input.CurrentPet.Info.Hp += uint32(e.Input.GetDamage(0) / 2)
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}
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