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bl/logic/service/fight/effect/effect_160.go

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 160 - n回合内若对手MISS则下回合自身必定致命一击
type Effect160 struct {
node.EffectNode
can bool
}
func (e *Effect160) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
e.can = false
e.Alive(false)
return true
}
func (e *Effect160) SkillHit_ex() bool {
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.AttackTime != 0 {
return true
}
e.can = true
e.Duration(1)
return true
}
func (e *Effect160) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(a[0]) // 持续n回合
}
func init() {
input.InitEffect(input.EffectType.Skill, 160, &Effect160{})
}