fix: 수정된 변수 이름 및 로그 출력 형식 개선
This commit is contained in:
@@ -61,7 +61,9 @@ class che_격노발동 extends BaseWarUnitTrigger {
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const reaction = is진노 ? '진노' : '격노';
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self.getLogger().pushGeneralBattleDetailLog(`상대의 ${targetAct}에 <C>${reaction}</>했다!</>`, LogFormat.PLAIN);
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oppose.getLogger().pushGeneralBattleDetailLog(`${targetAct}에 상대가 <R>${reaction}</>했다!</>`, LogFormat.PLAIN);
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oppose
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.getLogger()
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.pushGeneralBattleDetailLog(`${targetAct}에 상대가 <R>${reaction}</>했다!</>`, LogFormat.PLAIN);
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if (is진노) {
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self.addBonusPhase(1);
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@@ -80,10 +82,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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_context: GeneralActionContext | WarActionContext,
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_statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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return value;
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}
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@@ -29,10 +29,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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_context: GeneralActionContext | WarActionContext,
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_statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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return value;
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}
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@@ -44,7 +44,7 @@ export const traitModule: TraitModule = {
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kind: 'war',
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getName: () => '견고',
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getInfo: () => '[전투] 상대 필살 확률 -20%p, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%',
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onCalcOpposeStat: (_context, statName, value, _aux) => {
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onCalcOpposeStat: (_context, statName, value: any, _aux) => {
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if (statName === 'warMagicSuccessProb') {
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return (value as number) - 0.1;
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}
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@@ -45,10 +45,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'initWarPhase') {
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return (value as number) + 2;
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@@ -12,7 +12,7 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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@@ -60,7 +60,10 @@ class che_반계발동 extends BaseWarUnitTrigger {
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const [opposeMagic, damage] = magicData;
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self.getLogger().pushGeneralBattleDetailLog(`<C>반계</>로 상대의 <D>${opposeMagic}</>을 되돌렸다!`, LogFormat.PLAIN);
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self.getLogger().pushGeneralBattleDetailLog(
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`<C>반계</>로 상대의 <D>${opposeMagic}</>을 되돌렸다!`,
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LogFormat.PLAIN
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);
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oppose.getLogger().pushGeneralBattleDetailLog(`<D>${opposeMagic}</>을 <R>역으로</> 당했다!`, LogFormat.PLAIN);
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self.multiplyWarPowerMultiply(damage);
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@@ -77,7 +80,7 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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@@ -94,8 +97,9 @@ export const traitModule: TraitModule = {
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info: '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
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kind: 'war',
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getName: () => '반계',
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getInfo: () => '[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
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onCalcOpposeStat: (_context, statName, value, _aux) => {
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getInfo: () =>
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'[전투] 상대의 계략 성공 확률 -10%p, 상대의 계략을 40% 확률로 되돌림, 반목 성공시 대미지 추가(+60% → +150%)',
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onCalcOpposeStat: (_context, statName, value: any, _aux) => {
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if (statName === 'warMagicSuccessProb') {
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return (value as number) - 0.1;
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}
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@@ -11,10 +11,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'warMagicTrialProb') {
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return (value as number) + 0.2;
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@@ -11,10 +11,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'warMagicSuccessProb') {
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return (value as number) + 1;
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@@ -64,10 +64,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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_context: GeneralActionContext | WarActionContext,
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_statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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return value;
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}
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@@ -67,11 +67,11 @@ class che_저격발동 extends BaseWarUnitTrigger {
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return true;
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}
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if ((selfEnv['저격발동자'] as number ?? -1) !== this.raiseType) {
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if (((selfEnv['저격발동자'] as number) ?? -1) !== this.raiseType) {
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return true;
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}
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if (selfEnv['저격발동'] as boolean ?? false) {
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if ((selfEnv['저격발동'] as boolean) ?? false) {
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return true;
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}
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selfEnv['저격발동'] = true;
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@@ -102,10 +102,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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_context: GeneralActionContext | WarActionContext,
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_statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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return value;
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}
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@@ -119,10 +119,7 @@ export const traitModule: TraitModule = {
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getInfo: () => '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20',
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getBattlePhaseTriggerList: (_context) => {
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if (!_context.unit) return null;
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return new WarTriggerCaller(
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new che_저격시도(_context.unit, 0.5, 20, 40, 20),
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new che_저격발동(_context.unit)
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);
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return new WarTriggerCaller(new che_저격시도(_context.unit, 0.5, 20, 40, 20), new che_저격발동(_context.unit));
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},
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onCalcStat,
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};
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@@ -11,10 +11,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'warMagicSuccessDamage') {
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return (value as number) * 1.5;
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@@ -11,10 +11,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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_context: GeneralActionContext | WarActionContext,
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_statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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return value;
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}
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@@ -33,10 +33,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'warCriticalRatio') {
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return (value as number) + 0.3;
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@@ -11,10 +11,10 @@ function onCalcStat(
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aux?: unknown
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): number | [number, number];
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function onCalcStat(
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context: GeneralActionContext | WarActionContext,
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_context: GeneralActionContext | WarActionContext,
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statName: GeneralStatName | WarStatName,
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value: number | [number, number],
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aux?: unknown
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_aux?: unknown
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): number | [number, number] {
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if (statName === 'warMagicSuccessProb') {
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return (value as number) + 0.1;
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@@ -40,4 +40,5 @@ export type WarStatName =
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| 'criticalDamageRange'
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| 'warMagicSuccessDamage'
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| 'warMagicTrialProb'
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| 'warMagicSuccessProb'
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| `dex${number}`;
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