This commit is contained in:
291
logic/service/fight/effect/800_804.go
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291
logic/service/fight/effect/800_804.go
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@@ -0,0 +1,291 @@
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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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)
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// Effect 800: {0}回合内若对手使用属性技能,则下{1}回合自身受到的伤害不超过{2}
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type Effect800 struct {
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node.EffectNode
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}
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func (e *Effect800) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 800, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect800Sub struct {
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node.EffectNode
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watchRounds int
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capRounds int
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capDamage alpacadecimal.Decimal
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}
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func (e *Effect800Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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if len(a) > 0 {
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e.watchRounds = a[0]
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}
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if len(a) > 1 {
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e.capRounds = 0
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}
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if len(a) > 2 {
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e.capDamage = alpacadecimal.NewFromInt(int64(a[2]))
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}
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}
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func (e *Effect800Sub) Skill_Use_ex() bool {
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if e.watchRounds <= 0 || len(e.Args()) < 3 || 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.capRounds = int(e.Args()[1].IntPart())
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return true
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}
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func (e *Effect800Sub) DamageLockEx(zone *info.DamageZone) bool {
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if e.capRounds <= 0 || zone == nil || zone.Type != info.DamageType.Red {
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return true
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}
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if zone.Damage.Cmp(e.capDamage) <= 0 {
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return true
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}
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zone.Damage = e.capDamage
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return true
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}
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func (e *Effect800Sub) TurnEnd() {
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if e.watchRounds > 0 {
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e.watchRounds--
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}
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if e.capRounds > 0 {
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e.capRounds--
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}
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if e.watchRounds <= 0 && e.capRounds <= 0 {
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e.Alive(false)
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}
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}
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// Effect 801: 消除对手能力提升,消除成功则下{0}回合必定先出手、下{1}回合造成的伤害恢复自身体力
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type Effect801 struct {
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node.EffectNode
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}
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func (e *Effect801) Skill_Use() bool {
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if len(e.Args()) < 2 || !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 801, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect801Sub struct {
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node.EffectNode
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priorityRounds int
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drainRounds int
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}
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func (e *Effect801Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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if len(a) > 0 {
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e.priorityRounds = a[0]
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}
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if len(a) > 1 {
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e.drainRounds = a[1]
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}
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}
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func (e *Effect801Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if e.priorityRounds <= 0 {
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return true
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}
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil {
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return true
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}
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current.SkillEntity.XML.Priority = 999999
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return true
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}
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func (e *Effect801Sub) Action_end() bool {
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if e.drainRounds <= 0 || 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 || e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage)
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return true
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}
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func (e *Effect801Sub) TurnEnd() {
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if e.priorityRounds > 0 {
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e.priorityRounds--
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}
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if e.drainRounds > 0 {
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e.drainRounds--
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}
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if e.priorityRounds <= 0 && e.drainRounds <= 0 {
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e.Alive(false)
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}
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}
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// Effect 802: {0}回合内免疫控制类异常状态
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type Effect802 struct {
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RoundEffectArg0Base
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}
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func (e *Effect802) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
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return true
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}
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if !isControlStatus800(statusIDFromEffect800(effEffect)) {
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return true
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}
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return false
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}
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func statusIDFromEffect800(eff input.Effect) int {
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if eff == nil {
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return 0
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}
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return int(eff.ID().Suffix())
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}
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func isControlStatus800(statusID int) bool {
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switch info.EnumPetStatus(statusID) {
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case info.PetStatus.Paralysis,
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info.PetStatus.Tired,
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info.PetStatus.Fear,
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info.PetStatus.Petrified,
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info.PetStatus.Sleep:
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return true
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default:
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return false
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}
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}
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// Effect 803: 命中后{0}%令对手{1},未触发则恢复自身最大体力的1/{2}体力且{3}回合内自身受到的伤害不超过{4}
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type Effect803 struct {
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node.EffectNode
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}
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func (e *Effect803) OnSkill() bool {
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if len(e.Args()) < 5 {
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return true
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}
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success {
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addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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if e.Args()[2].Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[2]))
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 803, int(e.Args()[3].IntPart()), int(e.Args()[4].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect803Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect803Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) <= 0 {
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return true
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}
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zone.Damage = e.Args()[1]
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return true
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}
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// Effect 804: {0}回合内自身能力提升状态被消除或吸取时,令对手全属性-{1}
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type Effect804 struct {
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node.EffectNode
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}
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func (e *Effect804) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 804, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect804Sub struct {
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RoundEffectArg0Base
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triggered bool
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}
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func (e *Effect804Sub) PropBefer(in *input.Input, prop int8, level int8) bool {
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if len(e.Args()) < 2 || in != e.Ctx().Our || e.triggered {
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return true
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}
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if int(prop) < 0 || int(prop) >= len(e.Ctx().Our.Prop) {
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return true
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}
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if level > 0 || e.Ctx().Our.Prop[prop] <= 0 {
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return true
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}
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e.triggered = true
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[1].IntPart()))
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return true
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}
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func (e *Effect804Sub) Action_end() bool {
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e.triggered = false
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return true
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}
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func (e *Effect804Sub) Action_end_ex() bool {
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e.triggered = false
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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, 800, &Effect800{})
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input.InitEffect(input.EffectType.Sub, 800, &Effect800Sub{})
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input.InitEffect(input.EffectType.Skill, 801, &Effect801{})
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input.InitEffect(input.EffectType.Sub, 801, &Effect801Sub{})
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input.InitEffect(input.EffectType.Skill, 802, &Effect802{})
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input.InitEffect(input.EffectType.Skill, 803, &Effect803{})
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input.InitEffect(input.EffectType.Sub, 803, &Effect803Sub{})
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input.InitEffect(input.EffectType.Skill, 804, &Effect804{})
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input.InitEffect(input.EffectType.Sub, 804, &Effect804Sub{})
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}
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145
logic/service/fight/effect/805_809.go
Normal file
145
logic/service/fight/effect/805_809.go
Normal file
@@ -0,0 +1,145 @@
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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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)
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// Effect 805: 消除对手能力提升状态,消除成功则令对手随机{0}项技能PP值归零
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type Effect805 struct {
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node.EffectNode
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}
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func (e *Effect805) Skill_Use() bool {
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if len(e.Args()) == 0 || !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
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return true
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}
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
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return true
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}
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// Effect 806: {0}回合内若对手使用攻击技能则使用后令自身全属性+{1}
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type Effect806 struct {
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node.EffectNode
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}
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func (e *Effect806) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 806, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect806Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect806Sub) Skill_Use_ex() bool {
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if len(e.Args()) < 2 || 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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applyAllPropUp(e.Ctx().Our, int8(e.Args()[1].IntPart()))
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return true
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}
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// Effect 807: 附加对手上次造成伤害数值的固定伤害
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type Effect807 struct {
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node.EffectNode
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}
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func (e *Effect807) OnSkill() bool {
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if e.Ctx().Opp.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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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.Ctx().Opp.SumDamage,
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})
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return true
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}
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// Effect 808: 自身每处于一种能力提升状态则附加{0}点固定伤害
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type Effect808 struct {
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node.EffectNode
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}
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func (e *Effect808) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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count := 0
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for _, v := range e.Ctx().Our.Prop[:] {
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if v > 0 {
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count++
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}
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}
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if count <= 0 {
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return true
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}
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damage := e.Args()[0].Mul(alpacadecimal.NewFromInt(int64(count)))
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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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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// Effect 809: 使对手下次使用的攻击技能失效
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type Effect809 struct {
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node.EffectNode
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}
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func (e *Effect809) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 809)
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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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return true
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}
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||||
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type Effect809Sub struct {
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node.EffectNode
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}
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||||
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func (e *Effect809Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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}
|
||||
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func (e *Effect809Sub) ActionStart(a, b *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
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return true
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||||
}
|
||||
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||||
e.Ctx().SkillEntity.SetMiss()
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e.Alive(false)
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return true
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||||
}
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||||
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func init() {
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input.InitEffect(input.EffectType.Skill, 805, &Effect805{})
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input.InitEffect(input.EffectType.Skill, 806, &Effect806{})
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input.InitEffect(input.EffectType.Sub, 806, &Effect806Sub{})
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input.InitEffect(input.EffectType.Skill, 807, &Effect807{})
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input.InitEffect(input.EffectType.Skill, 808, &Effect808{})
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input.InitEffect(input.EffectType.Skill, 809, &Effect809{})
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input.InitEffect(input.EffectType.Sub, 809, &Effect809Sub{})
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}
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161
logic/service/fight/effect/810_814.go
Normal file
161
logic/service/fight/effect/810_814.go
Normal file
@@ -0,0 +1,161 @@
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package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/action"
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
|
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"github.com/alpacahq/alpacadecimal"
|
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)
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||||
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// Effect 810: 每次命中对手后此技能威力下降{0}点
|
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type Effect810 struct {
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node.EffectNode
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powerDown int
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||||
skillID int
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||||
}
|
||||
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func (e *Effect810) SkillHit() bool {
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if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
currentSkillID := e.Ctx().SkillEntity.XML.ID
|
||||
if e.skillID != 0 && e.skillID != currentSkillID {
|
||||
e.skillID = 0
|
||||
e.powerDown = 0
|
||||
}
|
||||
e.skillID = currentSkillID
|
||||
|
||||
power := e.Ctx().SkillEntity.XML.Power - e.powerDown
|
||||
if power < 1 {
|
||||
power = 1
|
||||
}
|
||||
e.Ctx().SkillEntity.XML.Power = power
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect810) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
e.powerDown += int(e.Args()[0].IntPart())
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 811: 使自身下次受到的伤害减少n点,n等于本回合自身造成的伤害
|
||||
type Effect811 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect811) Skill_Use() bool {
|
||||
if e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 811, int(e.Ctx().Our.SumDamage.IntPart()))
|
||||
if effect != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect811Sub struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect811Sub) SetArgs(t *input.Input, a ...int) {
|
||||
e.EffectNode.SetArgs(t, a...)
|
||||
e.Duration(-1)
|
||||
}
|
||||
|
||||
func (e *Effect811Sub) DamageSubEx(zone *info.DamageZone) bool {
|
||||
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
|
||||
return true
|
||||
}
|
||||
if zone.Damage.Cmp(e.Args()[0]) > 0 {
|
||||
zone.Damage = zone.Damage.Sub(e.Args()[0])
|
||||
} else {
|
||||
zone.Damage = alpacadecimal.Zero
|
||||
}
|
||||
e.Alive(false)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 812: 自身速度能力每提升1段,则回合结束时减少对手1/{0}最大体力
|
||||
type Effect812 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect812) TurnEnd() {
|
||||
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return
|
||||
}
|
||||
if e.Ctx().Our.Prop[4] <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
base := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
|
||||
damage := base.Mul(alpacadecimal.NewFromInt(int64(e.Ctx().Our.Prop[4])))
|
||||
if damage.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Percent,
|
||||
Damage: damage,
|
||||
})
|
||||
}
|
||||
|
||||
// Effect 813: 将自身的能力下降状态双倍反馈给对手
|
||||
type Effect813 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect813) OnSkill() bool {
|
||||
for i, v := range e.Ctx().Our.Prop[:] {
|
||||
if v >= 0 {
|
||||
continue
|
||||
}
|
||||
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), v*2)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 814: 先出手时附加自身双防值总和{0}%的百分比伤害
|
||||
type Effect814 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect814) OnSkill() bool {
|
||||
if len(e.Args()) == 0 || !e.IsFirst() {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
totalDefense := e.Ctx().Our.GetProp(1).Add(e.Ctx().Our.GetProp(3))
|
||||
damage := totalDefense.Mul(e.Args()[0]).Div(hundred)
|
||||
if damage.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 810, &Effect810{})
|
||||
input.InitEffect(input.EffectType.Skill, 811, &Effect811{})
|
||||
input.InitEffect(input.EffectType.Sub, 811, &Effect811Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 812, &Effect812{})
|
||||
input.InitEffect(input.EffectType.Skill, 813, &Effect813{})
|
||||
input.InitEffect(input.EffectType.Skill, 814, &Effect814{})
|
||||
}
|
||||
Reference in New Issue
Block a user