2025-11-13 23:48:34 +08:00
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package effect
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import (
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"blazing/logic/service/fight/info"
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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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/**
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* n回合内,每回合附加m点固定伤害
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 60, &Effect60{})
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}
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type Effect60 struct {
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node.EffectNode
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}
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// 默认添加回合
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func (e *Effect60) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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2025-11-14 02:04:19 +08:00
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e.EffectNode.Duration(e.SideEffectArgs[0])
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2025-11-13 23:48:34 +08:00
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}
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func (e *Effect60) OnSkill() bool {
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2026-01-04 21:41:10 +08:00
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2026-01-03 02:04:55 +00:00
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().AttackTime == 0 {
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return true
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}
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2025-11-13 23:48:34 +08:00
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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2026-01-03 01:35:32 +08:00
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Damage: e.Args()[1]})
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2025-11-13 23:48:34 +08:00
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return true
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}
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