feat: 新增多个战斗效果并修复逻辑问题
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@@ -27,6 +27,17 @@ func (e *NewSel404) DamageDivEx(t *info.DamageZone) bool {
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return true
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}
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type NewSel127 struct {
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NewSel404
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}
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func (e *NewSel127) 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[1])
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 404, &NewSel404{})
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input.InitEffect(input.EffectType.NewSel, 127, &NewSel127{})
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}
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27
logic/service/fight/effect/effect_154.go
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27
logic/service/fight/effect/effect_154.go
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@@ -0,0 +1,27 @@
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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/node"
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)
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type Effect154 struct {
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node.EffectNode
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}
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func init() {
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initskill(154, &Effect154{})
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}
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// 命中之后
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func (e *Effect154) OnSkill() bool {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Div(e.Args()[1]),
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)
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}
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return true
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}
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35
logic/service/fight/effect/effect_182.go
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35
logic/service/fight/effect/effect_182.go
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@@ -0,0 +1,35 @@
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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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* 182
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 182, &Effect182{})
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}
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type Effect182 struct {
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node.EffectNode
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}
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func (e *Effect182) OnSkill() bool {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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// 3. 概率判定(Args()[1]为触发概率)
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success, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100)
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if !success {
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return true
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), int8(e.Args()[3].IntPart()), info.AbilityOpType.ADD)
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}
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return true
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}
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38
logic/service/fight/effect/effect_408_463.go
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38
logic/service/fight/effect/effect_408_463.go
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@@ -0,0 +1,38 @@
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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, 408, &Effect408{})
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input.InitEffect(input.EffectType.Skill, 463, &Effect408{})
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}
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type Effect408 struct {
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node.EffectNode
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}
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func (e *Effect408) DamageSubEx(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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} else {
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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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func (e *Effect408) 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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42
logic/service/fight/effect/effect_448.go
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42
logic/service/fight/effect/effect_448.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/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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type Effect448 struct {
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node.EffectNode
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rev bool
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}
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func (e *Effect448) 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 *Effect448) OnSkill() bool {
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for i, v := range e.SideEffectArgs[1:] {
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if e.rev {
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), int8(v), info.AbilityOpType.SUB)
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} else {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), int8(v), info.AbilityOpType.ADD)
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}
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}
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return true
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}
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// -----------------------------------------------------------
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// 初始化
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// -----------------------------------------------------------
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func init() {
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input.InitEffect(input.EffectType.Skill, 448, &Effect448{
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rev: true,
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})
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input.InitEffect(input.EffectType.Skill, 433, &Effect448{
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rev: false,
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})
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}
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@@ -22,7 +22,7 @@ type Effect467 struct {
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func (e *Effect467) OnSkill() bool {
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if e.Ctx().Our.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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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()[1],
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50
logic/service/fight/effect/effect_508.go
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50
logic/service/fight/effect/effect_508.go
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@@ -0,0 +1,50 @@
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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, 508, &Effect508{})
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}
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type Effect508 struct {
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node.EffectNode
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Can bool
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}
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func (e *Effect508) OnSkill() bool {
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e.Can = true
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return true
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}
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func (e *Effect508) DamageSubEx(t *info.DamageZone) bool {
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if !e.Can {
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return true
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}
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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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} else {
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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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func (e *Effect508) 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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@@ -23,6 +23,9 @@ func (target *Input) SetProp(source *Input, prop, level int8, opType info.EnumAb
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switch t {
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case info.AbilityOpType.ADD:
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// 属性提升,上限为6
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if l < 0 {
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l = -l
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}
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newValue = utils.Min(target.AttackValue.Prop[p]+l, 6)
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if newValue > target.AttackValue.Prop[p] {
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//fmt.Println("属性值会增加")
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@@ -32,6 +35,9 @@ func (target *Input) SetProp(source *Input, prop, level int8, opType info.EnumAb
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return false
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case info.AbilityOpType.SUB:
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if l > 0 {
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l = -l
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}
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// 属性降低,下限为-6
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newValue = utils.Max(target.AttackValue.Prop[p]+l, -6)
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if newValue < target.AttackValue.Prop[p] {
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