fix(fight): 修复技能效果获取逻辑并调整伤害计算方式
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@@ -79,7 +79,7 @@ var NodeM = make(map[int]Effect, 0)
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func InitSkillEffect(id int, t Effect) {
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NodeM[id+1000000] = t
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NodeM[id+1000000-1] = t
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}
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func Geteffect(id int) (Effect, bool) {
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@@ -95,7 +95,7 @@ func Geteffect(id int) (Effect, bool) {
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func InitPropEffect(id int, t Effect) {
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NodeM[id+2000000] = t
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NodeM[id+2000000-1] = t
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}
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// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
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@@ -125,11 +125,11 @@ func (c *Input) GetProp(id int, istue bool) int {
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}
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func InitDamageEffect(id int, t Effect) {
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NodeM[id+4000000] = t
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NodeM[id+4000000-1] = t
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}
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// 1为红伤
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func (c *Input) GetDamageEffect(id int) *EffectID {
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func GetDamageEffect(id int) *EffectID {
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id1 := id + 4000000
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ret, ok := Geteffect(id1)
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if ok {
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@@ -142,7 +142,17 @@ func (c *Input) GetDamageEffect(id int) *EffectID {
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}
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return &EffectID{}
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}
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func (c *Input) GetSkillEffect(id int) *EffectID {
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func (c *Input) GetDamageEffect(id int) int {
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id1 := id + 4000000
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rer, ok := c.Effects.Load(id1)
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if ok {
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return rer.Stack()
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}
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return 0
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}
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func GetSkillEffect(id int) *EffectID {
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id1 := id + 1000000
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ret, ok := Geteffect(id1)
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if ok {
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@@ -161,7 +171,7 @@ type EffectID struct {
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Effect Effect
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}
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func (c *Input) GetPropEffect(id int) Effect {
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func GetPropEffect(id int) Effect {
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ret, ok := Geteffect(id + 2000000)
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if ok {
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@@ -173,10 +183,10 @@ func (c *Input) GetPropEffect(id int) Effect {
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}
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func InitStatusEffect(id int, t Effect) {
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NodeM[id+3000000] = t
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NodeM[id+3000000-1] = t
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}
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func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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func GetStatusEffect(id int) (Effect, bool) {
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ret, ok := Geteffect(id + 3000000)
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if ok {
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//todo 获取前GetEffect
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@@ -186,6 +196,11 @@ func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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return nil, false
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}
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func (c *Input) GetStatusEffect(id int) (Effect, bool) {
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rer, ok := c.Effects.Load(id + 3000000)
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return rer, ok
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}
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func (c *Input) GetCurrAttr(id int) *model.PetInfo {
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//todo 获取前GetEffect
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