feat(boss): 新增技能优先级调整功能 新增ComparePre方法用于比较和调整技能释放优先级, 修复了Boss战斗中的技能执行顺序问题, 同时在login模块中启用战斗测试功能。 ```
This commit is contained in:
30
logic/service/fight/boss/NewSeIdx_116.go
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30
logic/service/fight/boss/NewSeIdx_116.go
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@@ -0,0 +1,30 @@
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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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)
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// 116. 自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型)
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// TODO: 实现自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型)的核心逻辑
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type NewSel116 struct {
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NewSel0
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}
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func (e *NewSel116) OnSkill() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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success, _, _ := e.Input.Player.Roll(50, 100)
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if !success {
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return true
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}
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired))
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 116, &NewSel116{})
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}
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@@ -1,6 +1,7 @@
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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/input"
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)
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@@ -10,6 +11,32 @@ type NewSel42 struct {
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NewSel0
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}
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func (e *NewSel42) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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if fattack == nil {
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return true
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}
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//先手是自己
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if fattack.PlayerID == e.Ctx().Our.UserID {
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return true
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}
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if sattack == nil {
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return true
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}
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if sattack == nil {
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return true
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}
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if sattack.SkillEntity == nil {
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return true
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}
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//对调
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sattack.SkillEntity.Priority += int(e.Args()[0].IntPart())
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 42, &NewSel42{})
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}
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63
logic/service/fight/boss/NewSeIdx_92.go
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63
logic/service/fight/boss/NewSeIdx_92.go
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@@ -0,0 +1,63 @@
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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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"github.com/alpacahq/alpacadecimal"
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)
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// eid: 92
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// icon_id: -1
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// isHide: 隐藏特性
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// tips:
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// - 自身攻击会附加上一回合的伤害, 附加上回合受到伤害(红伤+粉伤)等量的粉伤,对应BuffId 2056
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//
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// args:
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// - 0 0
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//
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// tips_help:
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// - 自身攻击会附加上一回合的伤害, 附加上回合受到伤害(红伤+粉伤)等量的粉伤,对应BuffId 2056
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//
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// T92. 属性技能无效
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type NewSel92 struct {
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NewSel0
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n1 alpacadecimal.Decimal
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n2 alpacadecimal.Decimal
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 92, &NewSel92{})
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}
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func (e *NewSel92) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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e.n2, e.n1 = alpacadecimal.Zero, alpacadecimal.Zero
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return
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}
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e.n1 = e.Ctx().Our.CurrentPet.GetHP()
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return
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}
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func (e *NewSel92) TurnEnd() {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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e.n2, e.n1 = alpacadecimal.Zero, alpacadecimal.Zero
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return
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}
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e.n2 = e.Ctx().Our.CurrentPet.GetHP()
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return
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}
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func (e *NewSel92) DamageFloor(t *info.DamageZone) bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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//不是技能
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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.n2.Cmp(e.n1) == 1 {
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t.Damage.Add(e.n2.Sub(e.n1))
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}
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return true
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}
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39
logic/service/fight/effect/effect_152.go
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39
logic/service/fight/effect/effect_152.go
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@@ -0,0 +1,39 @@
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package effect
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import (
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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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func init() {
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input.InitEffect(input.EffectType.Skill, 152, &Effect152{})
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}
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type Effect152 struct {
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node.EffectNode
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}
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func (e *Effect152) 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 *Effect152) Skill_Use_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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ok, _, _ := e.Input.Player.Roll(e.SideEffectArgs[1], 100)
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if !ok {
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return true
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}
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
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if eff == nil {
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return true
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}
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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55
logic/service/fight/effect/effect_183.go
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55
logic/service/fight/effect/effect_183.go
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@@ -0,0 +1,55 @@
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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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"github.com/alpacahq/alpacadecimal"
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)
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/**
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* ID: 183
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标签: [免伤]
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描述: {0}回合内免疫并反弹{1}伤害。
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关联技能: [21563, 21567, 23755]
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关联精灵: 1288,1289,1290,1944,1945,2637
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 183, &Effect183{})
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}
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type Effect183 struct {
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node.EffectNode
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}
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func (e *Effect183) 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 *Effect183) 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 t.Damage.Cmp(e.Args()[1]) >= 0 {
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t.Damage = t.Damage.Sub(e.Args()[1])
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Damage: e.Args()[1],
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Type: info.DamageType.Fixed,
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})
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} else {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Damage: t.Damage,
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Type: info.DamageType.Fixed,
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})
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t.Damage = alpacadecimal.Zero
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}
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return true
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}
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29
logic/service/fight/effect/effect_436.go
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29
logic/service/fight/effect/effect_436.go
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@@ -0,0 +1,29 @@
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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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"github.com/alpacahq/alpacadecimal"
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)
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func init() {
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input.InitEffect(input.EffectType.Skill, 436, &Effect436{
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EffectNode: node.EffectNode{},
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})
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}
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type Effect436 struct {
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node.EffectNode
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}
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func (e *Effect436) OnSkill() bool {
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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().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP()).Mul(e.Args()[0].Div(alpacadecimal.NewFromInt(100))),
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})
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return true
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}
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42
logic/service/fight/effect/effect_481.go
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42
logic/service/fight/effect/effect_481.go
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@@ -0,0 +1,42 @@
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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/input"
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"blazing/logic/service/fight/node"
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)
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// /
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type Effect481 struct {
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node.EffectNode
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}
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func (e *Effect481) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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if fattack == nil {
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return true
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}
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//先手是自己
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if fattack.PlayerID == e.Ctx().Our.UserID {
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return true
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}
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if sattack == nil {
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return true
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}
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if sattack == nil {
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return true
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}
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if sattack.SkillEntity == nil {
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return true
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}
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//对调
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sattack.SkillEntity.Priority += int(e.Args()[0].IntPart())
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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, 481, &Effect481{})
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}
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