fix: correct typo in error message
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277
logic/service/fight/effect/effect_680_690.go
Normal file
277
logic/service/fight/effect/effect_680_690.go
Normal file
@@ -0,0 +1,277 @@
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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/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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"github.com/gogf/gf/v2/util/grand"
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)
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// 680 - 先出手时{0}%使对手{1}{2}回合
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type Effect680 struct {
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node.EffectNode
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}
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func (e *Effect680) Skill_Use() bool {
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if !e.IsFirst() {
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return true
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}
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chance := int(e.Args()[0].IntPart())
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if success {
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statusID := int(e.Args()[1].IntPart())
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duration := int(e.Args()[2].IntPart())
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, statusID)
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if statusEffect != nil {
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statusEffect.Duration(duration)
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e.Ctx().Opp.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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// 681 - 下{0}回合自身攻击技能必定致命、必定命中
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type Effect681 struct {
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node.EffectNode
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}
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func (e *Effect681) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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func (e *Effect681) SkillHit() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate = 16
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e.Ctx().SkillEntity.XML.MustHit = 1
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return true
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}
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// 682 - 受到的伤害超过{0},自身{1}
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type Effect682 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect682) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(-1)
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}
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func (e *Effect682) DamageLockEx(t *info.DamageZone) bool {
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if t.Type != info.DamageType.Red {
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return true
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}
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) > 0 && !e.can {
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e.can = true
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triggerEffectID := int(e.Args()[1].IntPart())
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effect := e.Ctx().Our.InitEffect(input.EffectType.Skill, triggerEffectID, e.SideEffectArgs[2:]...)
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if effect != nil {
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effect.Duration(int(e.Args()[2].IntPart()))
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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}
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return true
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}
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// 683 - 随机附加{0}~{1}点固定伤害
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type Effect683 struct {
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node.EffectNode
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}
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func (e *Effect683) Skill_Use() bool {
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min := e.Args()[0].IntPart()
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max := e.Args()[1].IntPart()
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damage := alpacadecimal.NewFromInt(int64(min) + int64(grand.N(0, int(max-min))))
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: damage,
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})
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return true
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}
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// 684 - 双方任意一方处于能力下降状态均会附加{0}点固定伤害,同时解除自身能力下降状态
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type Effect684 struct {
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node.EffectNode
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}
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func (e *Effect684) Skill_Use() bool {
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if e.Ctx().Our.HasPropSub() || e.Ctx().Opp.HasPropSub() {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Args()[0],
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})
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// 解除自身能力下降状态
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for i, v := range e.Ctx().Our.Prop[:] {
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if v < 0 {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0)
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}
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}
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}
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return true
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}
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// 685 - 若自身处于能力提升状态,附加{0}点固定伤害
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type Effect685 struct {
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node.EffectNode
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}
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func (e *Effect685) Skill_Use() bool {
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if e.Ctx().Our.HasPropADD() {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Args()[0],
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})
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}
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return true
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}
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// 686 - 若对手{0}则使对手下{1}回合攻击必定MISS
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type Effect686 struct {
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node.EffectNode
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}
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func (e *Effect686) Skill_Use() bool {
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statusID := int(e.Args()[0].IntPart())
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duration := int(e.Args()[1].IntPart())
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(statusID)) {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 686, duration)
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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}
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return true
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}
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// 686 sub - 使对手攻击技能MISS
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type SubEffect686 struct {
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node.EffectNode
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}
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func (e *SubEffect686) SkillHit_ex() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() != info.Category.STATUS {
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e.Ctx().SkillEntity.SetMiss()
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}
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return true
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}
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// 687 - 若对手{0},则对对方造成伤害的{1}%恢复自身体力
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type Effect687 struct {
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node.EffectNode
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}
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func (e *Effect687) Skill_Use() bool {
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statusID := int(e.Args()[0].IntPart())
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percent := e.Args()[1]
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(statusID)) {
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healAmount := e.Ctx().Our.SumDamage.Mul(percent).Div(alpacadecimal.NewFromInt(100))
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
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}
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return true
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}
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// 688 - {0}回合内抵挡受到的攻击
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type Effect688 struct {
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node.EffectNode
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conut int
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}
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func (e *Effect688) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(-1)
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}
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func (e *Effect688) Damage_Shield(t *info.DamageZone) bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if t.Type == info.DamageType.Red {
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e.conut++
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t.Damage = alpacadecimal.Zero
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}
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if e.Args()[0].IntPart() == int64(e.conut) {
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e.Alive(false)
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}
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return true
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}
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// 689 - 若造成的伤害高于{0},则恢复自身1/{1}最大体力
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type Effect689 struct {
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node.EffectNode
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}
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func (e *Effect689) Skill_Use() bool {
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) > 0 {
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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healAmount := maxHp.Div(e.Args()[1])
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
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}
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return true
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}
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// 690 - 下{0}回合,能力提升状态消失则对手使用属性技能失效
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type Effect690 struct {
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node.EffectNode
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}
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func (e *Effect690) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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func (e *Effect690) PropBefer(in *input.Input, prop int8, level int8) bool {
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if in == e.Ctx().Our && level < 0 {
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// 能力下降被应用时(自身能力提升被消除),让对手属性技能失效
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 690)
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if effect != nil {
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effect.Duration(e.Duration())
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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}
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return true
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}
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// 690 sub - 令对手属性技能失效
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type SubEffect690 struct {
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node.EffectNode
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}
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func (e *SubEffect690) SkillHit_ex() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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e.Ctx().SkillEntity.SetMiss()
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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, 680, &Effect680{})
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input.InitEffect(input.EffectType.Skill, 681, &Effect681{})
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input.InitEffect(input.EffectType.Skill, 682, &Effect682{})
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input.InitEffect(input.EffectType.Skill, 683, &Effect683{})
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input.InitEffect(input.EffectType.Skill, 684, &Effect684{})
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input.InitEffect(input.EffectType.Skill, 685, &Effect685{})
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input.InitEffect(input.EffectType.Skill, 686, &Effect686{})
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input.InitEffect(input.EffectType.Sub, 686, &SubEffect686{})
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input.InitEffect(input.EffectType.Skill, 687, &Effect687{})
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input.InitEffect(input.EffectType.Skill, 688, &Effect688{})
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input.InitEffect(input.EffectType.Skill, 689, &Effect689{})
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input.InitEffect(input.EffectType.Skill, 690, &Effect690{})
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input.InitEffect(input.EffectType.Sub, 690, &SubEffect690{})
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}
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