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	fix: 光环
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				@ -1112,9 +1112,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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                            // 施加光环
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                            col.applyHalo(type, range, this, (e, enemy) => {
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                                e.atkBuff += enemy.enemy.atkBuff ?? 0;
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                                e.defBuff += enemy.enemy.defBuff ?? 0;
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                                e.hpBuff += enemy.enemy.hpBuff ?? 0;
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                                e.atkBuff_ += enemy.enemy.atkBuff ?? 0;
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                                e.defBuff_ += enemy.enemy.defBuff ?? 0;
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                                e.hpBuff_ += enemy.enemy.hpBuff ?? 0;
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                            });
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                            // 向已施加的光环列表中添加
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                            this.providedHalo.add(25);
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@ -26,9 +26,9 @@ interface EnemyInfo extends Partial<Enemy> {
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    def: number;
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    hp: number;
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    special: number[];
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    atkBuff: number;
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    defBuff: number;
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    hpBuff: number;
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    atkBuff_: number;
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    defBuff_: number;
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    hpBuff_: number;
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    enemy: Enemy;
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    guard?: DamageEnemy[];
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    x?: number;
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@ -341,9 +341,9 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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            atk: enemy.atk,
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            def: enemy.def,
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            special: enemy.special.slice(),
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            atkBuff: 0,
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            defBuff: 0,
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            hpBuff: 0,
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            atkBuff_: 0,
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            defBuff_: 0,
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            hpBuff_: 0,
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            enemy: this.enemy,
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            x: this.x,
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            y: this.y,
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@ -384,8 +384,8 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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            for (const [loc, per] of Object.entries(flags[`melt_${floorId}`])) {
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                const [mx, my] = loc.split(',').map(v => parseInt(v));
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                if (Math.abs(mx - this.x) <= 1 && Math.abs(my - this.y) <= 1) {
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                    info.atkBuff += per as number;
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                    info.defBuff += per as number;
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                    info.atkBuff_ += per as number;
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                    info.defBuff_ += per as number;
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                }
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            }
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        }
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@ -406,9 +406,9 @@ export class DamageEnemy<T extends EnemyIds = EnemyIds> {
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        // 此时已经inject光环,因此直接计算真实属性
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        const info = this.info;
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        info.atk = Math.floor(info.atk * (info.atkBuff / 100 + 1));
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        info.def = Math.floor(info.def * (info.defBuff / 100 + 1));
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        info.hp = Math.floor(info.hp * (info.hpBuff / 100 + 1));
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        info.atk = Math.floor(info.atk * (info.atkBuff_ / 100 + 1));
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        info.def = Math.floor(info.def * (info.defBuff_ / 100 + 1));
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        info.hp = Math.floor(info.hp * (info.hpBuff_ / 100 + 1));
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        return this.info;
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    }
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