game: 저격 버프, 견고 효과 중 저격,필살 너프
- 저격 성공시 증가하는 사기량 증가 - 전특만, 몇몇 유니크 제외 - 저격이 성벽에도 발동 - 사기 상승만 추가, 성벽 너프 없음 - 견고 효과 변경 - 필살 무효 -> 필살 확률 20% 감소 - 저격 무효 -> 저격은 받지만 부상 무효
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@@ -12,7 +12,6 @@ class che_부상무효 extends BaseWarUnitTrigger{
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protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
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assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
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$oppose->activateSkill('저격불가');
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$self->activateSkill('부상무효');
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return true;
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@@ -1,5 +1,7 @@
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<?php
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namespace sammo\WarUnitTrigger;
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use sammo\BaseWarUnitTrigger;
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use sammo\WarUnitGeneral;
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use sammo\WarUnitCity;
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@@ -10,31 +12,42 @@ use sammo\ObjectTrigger;
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use sammo\ActionLogger;
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use sammo\GameConst;
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class che_저격발동 extends BaseWarUnitTrigger{
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class che_저격발동 extends BaseWarUnitTrigger
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{
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protected $priority = ObjectTrigger::PRIORITY_POST + 100;
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protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
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if(!$self->hasActivatedSkill('저격')){
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protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv): bool
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{
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if (!$self->hasActivatedSkill('저격')) {
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return true;
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}
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if($selfEnv['저격발동']??false){
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if ($selfEnv['저격발동'] ?? false) {
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return true;
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}
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$selfEnv['저격발동'] = true;
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$general = $self->getGeneral();
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$self->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$self->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$oppose->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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$oppose->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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if ($oppose instanceof WarUnitGeneral) {
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$self->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$self->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
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$oppose->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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$oppose->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
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}
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else{
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$self->getLogger()->pushGeneralActionLog("성벽 수비대장을 <C>저격</>했다!", ActionLogger::PLAIN);
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$self->getLogger()->pushGeneralBattleDetailLog("성벽 수비대장을 <C>저격</>했다!", ActionLogger::PLAIN);
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}
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$general->increaseVarWithLimit('atmos', 10, 0, GameConst::$maxAtmosByWar);
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$oppose->getGeneral()->increaseVarWithLimit('injury', Util::randRangeInt($selfEnv['woundMin'], $selfEnv['woundMax']), null, 80);
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$general->increaseVarWithLimit('atmos', $selfEnv['addAtmos'], 0, GameConst::$maxAtmosByWar);
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if (!$oppose->hasActivatedSkill('부상무효') && $oppose instanceof WarUnitGeneral) {
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$oppose->getGeneral()->increaseVarWithLimit('injury', Util::randRangeInt($selfEnv['woundMin'], $selfEnv['woundMax']), null, 80);
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}
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$this->processConsumableItem();
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return true;
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}
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}
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}
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@@ -14,20 +14,19 @@ class che_저격시도 extends BaseWarUnitTrigger{
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protected $woundMin;
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protected $woundMax;
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protected $ratio;
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protected $addAtmos;
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public function __construct(WarUnit $unit, int $raiseType, float $ratio, float $woundMin, float $woundMax){
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public function __construct(WarUnit $unit, int $raiseType, float $ratio, float $woundMin, float $woundMax, int $addAtmos = 20){
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$this->object = $unit;
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$this->raiseType = $raiseType;
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$this->ratio = $ratio;
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$this->woundMin = $woundMin;
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$this->woundMax = $woundMax;
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$this->addAtmos = $addAtmos;
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}
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protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
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assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
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if(!$oppose instanceof WarUnitGeneral){
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return true;
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}
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if($self->getPhase() !== 0 && $oppose->getPhase() !== 0){
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return true;
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}
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@@ -44,6 +43,7 @@ class che_저격시도 extends BaseWarUnitTrigger{
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$self->activateSkill('저격');
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$selfEnv['woundMin'] = $this->woundMin;
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$selfEnv['woundMax'] = $this->woundMax;
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$selfEnv['addAtmos'] = $this->addAtmos;
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return true;
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}
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