hold音符补丁 备份
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@@ -1,14 +1,8 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Documentation text normalized.
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/// Documentation text normalized.
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/// Documentation text normalized.
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/// Documentation text normalized.
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///
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/// Documentation text normalized.
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/// SkillBuilder.Instance.ExecuteSkill("Fireball", EffectType.DamageSingleEnemy, 120f, Selector.CurrentEnemies, caster, target);
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/// Documentation text normalized.
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/// </summary>
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@@ -1003,7 +997,7 @@ public class SkillBuilder : MonoBehaviour
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else
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{
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enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false);
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if (hpDelta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + hpDelta, 0, enemy.maxHP);
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if (hpDelta > 0) enemy.ModifyHP(hpDelta);
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}
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int newHP = ally != null ? ally.maxHP : enemy.maxHP;
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CheckLimitAndWarnInt(targetName, "最大生命值", oldHP, newHP, hpDelta);
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@@ -1595,7 +1589,7 @@ ResolvedGroup:
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{
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int d = Mathf.CeilToInt(amountTotal);
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enemy.SetMaxHP(enemy.maxHP + d, false);
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if (d > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + d, 0, enemy.maxHP);
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if (d > 0) enemy.ModifyHP(d);
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iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
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}
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break;
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