2026-03-08 10:34:23 +08:00
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package effect
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import (
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"blazing/logic/service/fight/action"
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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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// 499 - 后出手时下回合所有技能先制+m
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type Effect499 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect499) ActionStartEx(fattack, sattack *action.SelectSkillAction) bool {
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if !e.can {
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return true
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}
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// n%几率触发
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success && e.Ctx().SkillEntity != nil {
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// 先制+1(提升优先级)
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e.Ctx().SkillEntity.AttackTime += uint32(e.Args()[1].IntPart())
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}
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e.can = true
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e.Alive(false)
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return true
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}
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2026-03-09 17:42:52 +08:00
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func (e *Effect499) Skill_Use() bool {
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2026-03-09 12:28:37 +08:00
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if e.IsFirst() {
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2026-03-08 10:34:23 +08:00
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return true
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}
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e.can = true
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2026-03-09 17:42:52 +08:00
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2026-03-08 10:34:23 +08:00
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return true
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}
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2026-03-09 17:42:52 +08:00
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func (e *Effect104) Effect499(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(1)
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}
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2026-03-08 10:34:23 +08:00
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func init() {
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input.InitEffect(input.EffectType.Skill, 499, &Effect499{})
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}
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