/// <summary>
        /// 触发格挡概率
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <param name="gedangPercent"></param>
        /// <returns></returns>
        public bool TriggerGeDangPercent(CombatGeneral tagetGeneral, out decimal gedangPercent)
        {
            decimal tpLvPercent = GetLvPercent(tagetGeneral);

            gedangPercent = this.GedangNum + TriggerAbilityEffectNum(AbilityType.GeDang, 1);
            decimal pojiNumPercent = tagetGeneral.PojiNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.PoJi, 1);

            gedangPercent = gedangPercent.Subtraction(pojiNumPercent, 0).Subtraction(tpLvPercent, 0);
            return(RandomHelper.IsHit(gedangPercent));
        }
        /// <summary>
        /// 触发爆击概率
        /// </summary>
        /// <param name="tagetGeneral"></param>
        /// <param name="baojiPercent"></param>
        /// <returns></returns>
        public bool TriggerBaojiPercent(CombatGeneral tagetGeneral, out decimal baojiPercent)
        {
            decimal tpLvPercent = GetLvPercent(tagetGeneral);

            baojiPercent = this.BaojiNum + TriggerAbilityEffectNum(AbilityType.BaoJi, 1);
            decimal renxingPercent = tagetGeneral.RenxingNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.RenXing, 1);

            baojiPercent = baojiPercent.Subtraction(renxingPercent, 0).Subtraction(tpLvPercent, 0);
            return(RandomHelper.IsHit(baojiPercent));
        }
        /// <summary>
        /// 触发命中概率
        /// </summary>
        /// <param name="general"></param>
        /// <param name="tpLvPercent"></param>
        /// <param name="percent"></param>
        /// <returns></returns>
        public bool TriggerHitPercent(CombatGeneral tagetGeneral, out decimal hitPercent)
        {
            decimal tpLvPercent = GetLvPercent(tagetGeneral);

            hitPercent = HitNum + TriggerAbilityEffectNum(AbilityType.MingZhong, 1);
            decimal shanbiPercent = tagetGeneral.ShanbiNum + tagetGeneral.TriggerAbilityEffectNum(AbilityType.ShanBi, 1);

            hitPercent = hitPercent.Subtraction(shanbiPercent, 0).Subtraction(tpLvPercent, 0);

            return(RandomHelper.IsHit(hitPercent));
        }