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/action"
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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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//下n回合自身攻击技能必定命中
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func init() {
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input.InitEffect(input.EffectType.Skill, 81, &Effect81{})
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}
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type Effect81 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect81) OnSkill() bool {
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2026-01-04 21:41:10 +08:00
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2025-11-13 23:48:34 +08:00
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e.can = true
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return true
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}
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2026-01-05 23:00:42 +08:00
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func (e *Effect81) ActionStart(a, b *action.SelectSkillAction) bool {
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2026-01-04 21:41:10 +08:00
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2025-11-13 23:48:34 +08:00
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if !e.can {
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return true
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}
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//fmt.Println(e.Ctx().SkillEntity)
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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().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.Ctx().SkillEntity.MustHit = 1
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return true
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}
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func (e *Effect81) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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