2025-11-14 06:14:49 +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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/**
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* n回合防御力和对手相同
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*/
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type Effect45 struct {
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node.EffectNode
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2025-11-15 00:15:09 +08:00
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oldtype uint32
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2025-11-14 06:14:49 +08:00
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}
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func (e *Effect45) OnSkill() bool {
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if !e.Hit() {
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return true
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}
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return true
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}
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func (e *Effect45) Turn_Start(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
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if !e.Hit() {
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return
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}
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2025-11-15 00:15:09 +08:00
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e.oldtype = e.Ctx().Opp.CurrentPet.Info.Prop[1]
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2025-11-14 06:14:49 +08:00
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e.Ctx().Our.CurrentPet.Info.Prop[1] = e.Ctx().Opp.CurrentPet.Info.Prop[1]
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}
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func init() {
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ret := &Effect45{}
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input.InitEffect(input.EffectType.Skill, 45, ret)
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}
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func (e *Effect45) 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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2025-11-17 19:31:51 +00:00
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2025-11-15 00:15:09 +08:00
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func (e *Effect45) Alive(t ...bool) bool {
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2025-11-17 19:31:51 +00:00
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2025-11-20 15:19:13 +08:00
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if e.BoolisFalse(t...) && e.Hit() { //说明到了回合结束取消节点,那么就将变化过的属性变化回来
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2025-11-17 19:31:51 +00:00
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//还原属性
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e.Ctx().Our.CurrentPet.Info.Prop[1] = e.oldtype
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}
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2025-11-16 20:30:17 +00:00
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return e.EffectNode.Alive(t...)
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2025-11-15 00:15:09 +08:00
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}
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