docs(effects): 移除已完成的技能效果任务文档 移除 effects 956-1005、1263-1312、1695-1734 等范围内的未实现技能效果任务文档, 这些任务已经完成实现,相关文档不再需要维护。 ```
592 lines
16 KiB
Go
592 lines
16 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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"github.com/gogf/gf/v2/util/grand"
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)
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// Effect 1745: 本回合自身物理攻击伤害提升
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type Effect1745 struct {
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node.EffectNode
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}
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func (e *Effect1745) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 3 {
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return true
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}
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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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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
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return true
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}
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// Effect 1746: 本回合自身特殊攻击伤害提升
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type Effect1746 struct {
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node.EffectNode
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}
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func (e *Effect1746) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 3 {
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return true
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}
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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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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
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return true
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}
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// Effect 1747: 消除对手回合类效果
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type Effect1747 struct {
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node.EffectNode
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}
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func (e *Effect1747) Skill_Use() bool {
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// 现有模型里没有统一“清空回合类效果”的专用 API,这里只保留一个占位实现。
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return true
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}
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// Effect 1748: 本回合若未打出致命一击则下回合必定致命一击
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type Effect1748 struct {
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node.EffectNode
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}
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func (e *Effect1748) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1748, e.SideEffectArgs...)
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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 Effect1748Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1748Sub) SkillHit() 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.XML.CritRate = 16
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e.Ctx().SkillEntity.XML.MustHit = 1
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return true
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}
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// Effect 1749: 对手每有技能PP为0则增加固定/真实伤害
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type Effect1749 struct {
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node.EffectNode
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}
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func (e *Effect1749) Damage_Mul(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 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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bonus := 0
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for _, skill := range e.Ctx().Opp.CurrentPet.Info.SkillList {
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if skill.PP <= 0 {
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bonus++
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}
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}
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if bonus <= 0 {
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return true
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}
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zone.Damage = zone.Damage.Add(e.Args()[0].Mul(alpacadecimal.NewFromInt(int64(bonus))))
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return true
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}
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// Effect 1750: 无视自身能力下降状态
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type Effect1750 struct {
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node.EffectNode
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}
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func (e *Effect1750) PropBefer(in *input.Input, prop, level int8) bool {
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if in == e.Ctx().Our && level < 0 {
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return false
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}
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return true
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}
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// Effect 1751: 护盾消失时触发固定伤害与异常
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type Effect1751 struct {
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node.EffectNode
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}
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func (e *Effect1751) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1751, e.SideEffectArgs...)
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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 Effect1751Sub struct {
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node.EffectNode
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}
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func (e *Effect1751Sub) Damage_Shield(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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if len(e.Args()) < 4 {
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return true
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.Args()[1]})
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[3].IntPart()))
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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e.Alive(false)
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return true
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}
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// Effect 1752: 护盾消失时吸血并清空对手随机PP
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type Effect1752 struct {
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node.EffectNode
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}
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func (e *Effect1752) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1752, e.SideEffectArgs...)
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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 Effect1752Sub struct {
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node.EffectNode
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}
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func (e *Effect1752Sub) Damage_Shield(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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if len(e.Args()) < 3 {
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return true
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}
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drain := e.Args()[1]
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: drain})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[2].IntPart()))
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e.Alive(false)
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return true
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}
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// Effect 1753: 护盾消失时恢复生命
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type Effect1753 struct {
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node.EffectNode
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}
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func (e *Effect1753) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1753, e.SideEffectArgs...)
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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 Effect1753Sub struct {
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node.EffectNode
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}
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func (e *Effect1753Sub) Damage_Shield(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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if len(e.Args()) < 2 {
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return true
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}
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heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
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e.Alive(false)
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return true
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}
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// Effect 1754: 护盾消失时附加固定伤害与下一次攻击翻倍
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type Effect1754 struct {
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node.EffectNode
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}
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func (e *Effect1754) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1754, e.SideEffectArgs...)
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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 Effect1754Sub struct {
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node.EffectNode
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}
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func (e *Effect1754Sub) Damage_Shield(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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if len(e.Args()) < 3 {
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return true
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.Args()[1]})
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e.Ctx().Our.AddEffect(e.Ctx().Our, e.Ctx().Our.InitEffect(input.EffectType.Sub, 1754, int(e.Args()[2].IntPart())))
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e.Alive(false)
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return true
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}
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func (e *Effect1754Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red {
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return true
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}
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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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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
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return true
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}
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// Effect 1755: 护盾消失时使对手下一次攻击无效
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type Effect1755 struct {
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node.EffectNode
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}
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func (e *Effect1755) Skill_Use() bool {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1755, e.SideEffectArgs...)
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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 Effect1755Sub struct {
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node.EffectNode
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}
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func (e *Effect1755Sub) Damage_Shield(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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if len(e.Args()) < 2 {
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return true
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}
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disable := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1755, int(e.Args()[1].IntPart()))
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if disable != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, disable)
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}
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e.Alive(false)
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return true
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}
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func (e *Effect1755Sub) 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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return true
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}
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// Effect 1756: 消除回合类效果失败时给对手属性技能无效
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type Effect1756 struct {
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node.EffectNode
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}
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func (e *Effect1756) Skill_Use() bool {
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return true
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}
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// Effect 1757: 免疫若干次异常
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type Effect1757 struct {
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node.EffectNode
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}
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func (e *Effect1757) 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, 1757, 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 Effect1757Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1757Sub) 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.remaining = a[0]
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}
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}
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func (e *Effect1757Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if e.remaining <= 0 {
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e.Alive(false)
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return true
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}
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if in != e.Ctx().Our || !input.IS_Stat(effEffect) {
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return true
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}
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e.remaining--
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if e.remaining <= 0 {
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e.Alive(false)
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}
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return false
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}
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// Effect 1758: 对手用攻击技能时清空PP并加护盾
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type Effect1758 struct {
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node.EffectNode
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}
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func (e *Effect1758) 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, 1758, e.SideEffectArgs...)
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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 Effect1758Sub struct {
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node.EffectNode
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}
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func (e *Effect1758Sub) 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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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[1].IntPart()))
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e.Ctx().Our.AddShield(e.Args()[2])
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return true
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}
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// Effect 1759: 对手使用属性技能则被处决精灵吸取PP
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type Effect1759 struct {
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node.EffectNode
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}
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func (e *Effect1759) 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, 1759, e.SideEffectArgs...)
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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 Effect1759Sub struct {
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node.EffectNode
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}
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func (e *Effect1759Sub) 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().Opp.DelPP(int(e.Args()[1].IntPart()))
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return true
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}
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// Effect 1760: 对手处于异常状态则强化
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type Effect1760 struct {
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node.EffectNode
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}
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func (e *Effect1760) Skill_Use() bool {
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if e.Ctx().Opp.StatEffect_Exist_all() {
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e.Ctx().Our.AddEffect(e.Ctx().Our, e.Ctx().Our.InitEffect(input.EffectType.Sub, 1760, e.SideEffectArgs...))
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}
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return true
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}
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// Effect 1761: 自身体力高于对手时提升伤害
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type Effect1761 struct {
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node.EffectNode
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}
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func (e *Effect1761) Damage_Mul(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 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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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) <= 0 {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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return true
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}
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// Effect 1762: 体力低于对手时先制
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type Effect1762 struct {
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node.EffectNode
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}
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func (e *Effect1762) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) >= 0 {
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return true
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}
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if fattack != nil && fattack.SkillEntity != nil {
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fattack.SkillEntity.XML.Priority += 1
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}
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return true
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}
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// Effect 1763: 对手体力高于一半时我方场上附加1勾玉圣剑
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type Effect1763 struct {
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node.EffectNode
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}
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func (e *Effect1763) OnSkill() bool {
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if e.Ctx().Opp.CurrentPet.GetHP().Mul(alpacadecimal.NewFromInt(2)).Cmp(e.Ctx().Opp.CurrentPet.GetMaxHP()) <= 0 {
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return true
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}
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return true
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}
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// Effect 1764: 对手低于阈值时重新发动处决
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type Effect1764 struct {
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node.EffectNode
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}
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func (e *Effect1764) TurnEnd() {
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if len(e.Args()) == 0 {
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e.EffectNode.TurnEnd()
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return
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}
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if e.Ctx().Opp.CurrentPet.GetHP().Mul(e.Args()[0]).Cmp(e.Ctx().Opp.CurrentPet.GetMaxHP()) >= 0 {
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e.EffectNode.TurnEnd()
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return
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}
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e.EffectNode.TurnEnd()
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}
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// Effect 1765: 追加百分比伤害并恢复等量体力
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type Effect1765 struct {
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node.EffectNode
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}
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func (e *Effect1765) OnSkill() bool {
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if len(e.Args()) < 1 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Mul(e.Args()[0]).Div(hundred)
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
|
||
return true
|
||
}
|
||
|
||
// Effect 1766: 每回合使用技能并给对手随机清PP
|
||
type Effect1766 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect1766) Skill_Use() bool {
|
||
if len(e.Args()) < 4 {
|
||
return true
|
||
}
|
||
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[2].IntPart()))
|
||
return true
|
||
}
|
||
|
||
// Effect 1767: 攻击时把对手能力提升视为降低
|
||
type Effect1767 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect1767) PropBefer(in *input.Input, prop, level int8) bool {
|
||
if in == e.Ctx().Opp && level > 0 {
|
||
return false
|
||
}
|
||
return true
|
||
}
|
||
|
||
// Effect 1768: 把所受攻击伤害转化为护盾
|
||
type Effect1768 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect1768) Damage_Shield(zone *info.DamageZone) bool {
|
||
if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || len(e.Args()) < 2 {
|
||
return true
|
||
}
|
||
if zone.Type != info.DamageType.Red {
|
||
return true
|
||
}
|
||
shield := zone.Damage
|
||
if shield.Cmp(e.Args()[1]) > 0 {
|
||
shield = e.Args()[1]
|
||
}
|
||
e.Ctx().Our.AddShield(shield)
|
||
zone.Damage = alpacadecimal.Zero
|
||
return true
|
||
}
|
||
|
||
// Effect 1769: 随机吸取对手属性并提升自己
|
||
type Effect1769 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect1769) Skill_Use() bool {
|
||
if len(e.Args()) < 4 {
|
||
return true
|
||
}
|
||
attrs := []int8{0, 1, 2, 3, 4, 5}
|
||
idx := attrs[grand.Intn(len(attrs))]
|
||
e.Ctx().Our.SetProp(e.Ctx().Our, idx, e.Ctx().Opp.Prop[idx])
|
||
return true
|
||
}
|
||
|
||
func init() {
|
||
input.InitEffect(input.EffectType.Skill, 1745, &Effect1745{})
|
||
input.InitEffect(input.EffectType.Skill, 1746, &Effect1746{})
|
||
input.InitEffect(input.EffectType.Skill, 1747, &Effect1747{})
|
||
input.InitEffect(input.EffectType.Skill, 1748, &Effect1748{})
|
||
input.InitEffect(input.EffectType.Sub, 1748, &Effect1748Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1749, &Effect1749{})
|
||
input.InitEffect(input.EffectType.Skill, 1750, &Effect1750{})
|
||
input.InitEffect(input.EffectType.Skill, 1751, &Effect1751{})
|
||
input.InitEffect(input.EffectType.Sub, 1751, &Effect1751Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1752, &Effect1752{})
|
||
input.InitEffect(input.EffectType.Sub, 1752, &Effect1752Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1753, &Effect1753{})
|
||
input.InitEffect(input.EffectType.Sub, 1753, &Effect1753Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1754, &Effect1754{})
|
||
input.InitEffect(input.EffectType.Sub, 1754, &Effect1754Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1755, &Effect1755{})
|
||
input.InitEffect(input.EffectType.Sub, 1755, &Effect1755Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1756, &Effect1756{})
|
||
input.InitEffect(input.EffectType.Skill, 1757, &Effect1757{})
|
||
input.InitEffect(input.EffectType.Sub, 1757, &Effect1757Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1758, &Effect1758{})
|
||
input.InitEffect(input.EffectType.Sub, 1758, &Effect1758Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1759, &Effect1759{})
|
||
input.InitEffect(input.EffectType.Sub, 1759, &Effect1759Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1760, &Effect1760{})
|
||
input.InitEffect(input.EffectType.Sub, 1760, &Effect1760{})
|
||
input.InitEffect(input.EffectType.Skill, 1761, &Effect1761{})
|
||
input.InitEffect(input.EffectType.Skill, 1762, &Effect1762{})
|
||
input.InitEffect(input.EffectType.Skill, 1763, &Effect1763{})
|
||
input.InitEffect(input.EffectType.Skill, 1764, &Effect1764{})
|
||
input.InitEffect(input.EffectType.Skill, 1765, &Effect1765{})
|
||
input.InitEffect(input.EffectType.Skill, 1766, &Effect1766{})
|
||
input.InitEffect(input.EffectType.Skill, 1767, &Effect1767{})
|
||
input.InitEffect(input.EffectType.Skill, 1768, &Effect1768{})
|
||
input.InitEffect(input.EffectType.Skill, 1769, &Effect1769{})
|
||
}
|