fix(task): 修复任务奖励与宠物
This commit is contained in:
@@ -39,7 +39,6 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *player.Playe
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// if data.Head.CMD != 2204 { //判断是每日任务
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// if data.Head.CMD != 2204 { //判断是每日任务
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// isdaliy = true
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// isdaliy = true
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// }
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// }
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c.Service.Task(data.TaskId, func(te *model.TaskEX) bool {
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c.Service.Task(data.TaskId, func(te *model.TaskEX) bool {
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te.Data = data.TaskList
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te.Data = data.TaskList
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@@ -94,7 +93,7 @@ func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.
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// log.Printf("任务86未知分支out_id=%d,默认奖励布布种子", data.OutState)
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// log.Printf("任务86未知分支out_id=%d,默认奖励布布种子", data.OutState)
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}
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}
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// 生成宠物(pet_dv=31,锁个体)
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// 生成宠物(pet_dv=31,锁个体)
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r := c.GenPetInfo(petType, 31, -1, 0, 0, 5)
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r := c.GenPetInfo(petType, 31, -1, 0, 0, 50)
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result.CaptureTime = r.CatchTime
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result.CaptureTime = r.CatchTime
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result.PetTypeId = r.ID
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result.PetTypeId = r.ID
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c.Service.PetAdd(*r)
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c.Service.PetAdd(*r)
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@@ -4,7 +4,6 @@ import (
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"blazing/logic/service/fight/info"
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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/input"
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"blazing/logic/service/fight/node"
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"blazing/logic/service/fight/node"
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"math/rand"
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)
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)
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// -----------------------------------------------------------
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// -----------------------------------------------------------
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@@ -70,7 +69,7 @@ func (e *Effect10) OnSkill(ctx input.Ctx) bool {
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// 持续回合
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// 持续回合
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if duration == 0 {
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if duration == 0 {
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duration = int(rand.Int31n(2)) // 默认随机 1~3 回合
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duration = int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 1~3 回合
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duration++
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duration++
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}
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}
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56
logic/service/fight/effect/effect_117.go
Normal file
56
logic/service/fight/effect/effect_117.go
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@@ -0,0 +1,56 @@
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package effect
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import (
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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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)
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/**
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* n回合,若自己先手,则m%几率让对手害怕1到3回合
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*/
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func init() {
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t := &Effect117{
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EffectNode: node.EffectNode{},
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}
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// t.Duration(-1) //设置成无限回合,到回合数就停止
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input.InitEffect(input.EffectType.Skill, 117, t)
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}
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type Effect117 struct {
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node.EffectNode
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}
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// 默认添加回合
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func (e *Effect117) 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 *Effect117) OnSkill(ctx input.Ctx) bool {
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if !e.Hit() {
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return true
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}
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if e.Input.FightC.IsFirst(e.Input.Player) {
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// 概率判定
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ok, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
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if !ok {
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return true
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}
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// 获取状态效果
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eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Fear))
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if eff == nil {
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return true
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}
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duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 1~3 回合
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duration++
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eff.Duration(duration)
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ctx.AddEffect(eff)
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}
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return true
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}
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@@ -5,7 +5,6 @@ import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"blazing/logic/service/fight/node"
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"github.com/brunoga/deep"
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"github.com/shopspring/decimal"
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"github.com/shopspring/decimal"
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)
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)
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@@ -28,10 +27,16 @@ func (e *Effect28) OnSkill(ctx input.Ctx) bool {
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if !e.Hit() {
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if !e.Hit() {
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return true
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return true
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}
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}
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eff := deep.MustCopy(ctx)
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eff := input.Ctx{
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eff.DamageZone.Type = info.DamageType.Fixed
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Input: e.Input,
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SelectSkillAction: nil,
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DamageZone: &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: decimal.NewFromInt(int64(ctx.CurrentPet.Info.Hp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))),
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},
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}
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ctx.DamageZone.Damage = decimal.NewFromInt(int64(eff.CurrentPet.Info.Hp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
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ctx.Input.Damage(eff)
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ctx.Input.Damage(eff)
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return true
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return true
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}
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}
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@@ -5,7 +5,6 @@ import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"blazing/logic/service/fight/node"
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"github.com/brunoga/deep"
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"github.com/shopspring/decimal"
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"github.com/shopspring/decimal"
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)
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)
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@@ -28,9 +27,16 @@ func (e *Effect29) OnSkill(ctx input.Ctx) bool {
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if !e.Hit() {
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if !e.Hit() {
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return true
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return true
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}
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}
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eff := deep.MustCopy(ctx)
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eff := input.Ctx{
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eff.DamageZone.Type = info.DamageType.Fixed
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Input: e.Input,
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ctx.DamageZone.Damage = decimal.NewFromInt(int64(e.SideEffectArgs[0]))
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SelectSkillAction: nil,
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DamageZone: &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: decimal.NewFromInt(int64(e.SideEffectArgs[0])),
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},
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}
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ctx.Input.Damage(eff)
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ctx.Input.Damage(eff)
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return true
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return true
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}
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}
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@@ -23,7 +23,7 @@ type Effect31 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect31) Damage_Floor(ctx input.Ctx) bool {
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func (e *Effect31) Damage_Mul(ctx input.Ctx) bool {
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if !e.Hit() {
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if !e.Hit() {
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return true
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return true
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}
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}
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@@ -4,7 +4,6 @@ import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"blazing/logic/service/fight/node"
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"github.com/brunoga/deep"
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"github.com/shopspring/decimal"
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"github.com/shopspring/decimal"
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)
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)
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@@ -24,9 +23,9 @@ type Effect6 struct {
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}
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}
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func (e *Effect6) Skill_Useed(ctx input.Ctx) bool {
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func (e *Effect6) Skill_Useed(ctx input.Ctx) bool {
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eff := deep.MustCopy(ctx)
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//eff := deep.MustCopy(ctx)
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ctx.DamageZone.Damage = eff.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
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ctx.DamageZone.Damage = ctx.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
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e.Input.Damage(eff)
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e.Input.Damage(ctx)
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return true
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return true
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}
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}
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@@ -16,11 +16,9 @@ type Effect62 struct {
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func init() {
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func init() {
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t := &Effect62{
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t := &Effect62{
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EffectNode: node.EffectNode{
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EffectNode: node.EffectNode{},
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},
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}
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}
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t.Owner(true)
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input.InitEffect(input.EffectType.Skill, 62, t)
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input.InitEffect(input.EffectType.Skill, 62, t)
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}
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}
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@@ -17,12 +17,8 @@ func init() {
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t := &Effect67{
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t := &Effect67{
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EffectNode: node.EffectNode{},
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EffectNode: node.EffectNode{},
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}
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}
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t.Owner(true)
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input.InitEffect(input.EffectType.Skill, 67, &Effect67{
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input.InitEffect(input.EffectType.Skill, 67, t)
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EffectNode: node.EffectNode{
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},
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})
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}
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}
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@@ -2,6 +2,7 @@ package input
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import (
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import (
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element "blazing/common/data/Element"
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element "blazing/common/data/Element"
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/common/utils"
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"blazing/logic/service/fight/action"
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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/info"
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@@ -68,10 +69,10 @@ func (u *Input) Heal(ac action.BattleActionI, value decimal.Decimal) {
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}
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}
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func (u *Input) HealPP(value int) {
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func (u *Input) HealPP(value int) {
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for i := 0; i < len(u.CurrentPet.Skills); i++ {
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for i := 0; i < len(u.CurrentPet.Info.SkillList); i++ {
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u.CurrentPet.Skills[i].Info.PP += uint32(value)
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u.CurrentPet.Info.SkillList[i].PP += uint32(value)
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u.CurrentPet.Skills[i].Info.PP = utils.Min(u.SkillList[i].PP, uint32(u.CurrentPet.Skills[i].MaxPP))
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u.CurrentPet.Info.SkillList[i].PP = utils.Min(u.CurrentPet.Info.SkillList[i].PP, uint32(xmlres.SkillMap[int(u.CurrentPet.Info.SkillList[i].ID)].MaxPP))
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}
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}
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@@ -38,15 +38,6 @@ func (e *EffectNode) GetInput() *input.Input {
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}
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}
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func (e *EffectNode) Owner(t ...bool) bool {
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if len(t) > 0 {
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e.owner = t[0]
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}
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return e.owner
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}
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func (e *EffectNode) Stack(t ...int) int {
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func (e *EffectNode) Stack(t ...int) int {
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if len(t) > 0 {
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if len(t) > 0 {
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e.stacks = t[0]
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e.stacks = t[0]
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