2026-03-10 09:17:26 +08:00
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package effect
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import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 199 - 下次被击败后,下一个出场的精灵xx等级+k
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type Effect199 struct {
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node.EffectNode
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}
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func (e *Effect199) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(-1) // 持续n回合
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}
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func (e *Effect199) SwitchOut(in *input.Input) bool {
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if e.Ctx().Our.CurrentPet.NotAlive { // 被击败
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// 设置下一个出场精灵的增益效果
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effectType := int8(e.Args()[0].IntPart()) // xx类型
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effectValue := int8(e.Args()[1].IntPart()) // 等级+k
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e.Ctx().Our.SetProp(e.Ctx().Our, effectType, effectValue)
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}
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return true
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}
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func init() {
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2026-03-10 20:51:48 +08:00
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input.InitEffect(input.EffectType.Skill, 199, &Effect199{})
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2026-03-10 09:17:26 +08:00
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}
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