2025-08-27 15:29:34 +00:00
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package effect
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import (
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2025-09-24 22:20:59 +00:00
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"blazing/common/utils"
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2025-09-14 03:36:26 +08:00
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"blazing/logic/service/fight/input"
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2025-09-14 01:35:16 +08:00
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"blazing/logic/service/fight/node"
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2025-08-27 15:29:34 +00:00
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)
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/**
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* 连续使用每次威力增加n,最高威力m
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*/
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func init() {
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2025-11-13 23:06:55 +08:00
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t := &Effect9{}
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2025-11-14 06:14:49 +08:00
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t.Duration(-1) //次数类无限回合
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t.CanStack(true) //后续的不会顶掉这个效果
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2025-11-07 22:50:34 +08:00
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input.InitEffect(input.EffectType.Skill, 9, t)
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2025-09-06 00:31:08 +08:00
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2025-08-27 15:29:34 +00:00
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}
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2025-09-06 00:31:08 +08:00
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type Effect9 struct {
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node.EffectNode
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Skillid int //记录使用的技能 ,如果技能变了就删除effect
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UseSkillCount int //技能使用了多少次,切换后置0
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}
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2025-11-11 05:54:24 +00:00
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func (e *Effect9) Skill_Hit() bool {
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if e.Skillid != 0 && e.Ctx().SkillEntity.ID != e.Skillid {
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2025-11-03 14:46:33 +00:00
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e.Alive(false)
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e.UseSkillCount = 0
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return true
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}
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2025-11-11 05:54:24 +00:00
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e.Skillid = e.Ctx().SkillEntity.ID
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2025-09-24 22:20:59 +00:00
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add := e.EffectNode.SideEffectArgs[0] * e.UseSkillCount
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2025-11-11 05:54:24 +00:00
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e.Ctx().SkillEntity.Power += utils.Min(add, e.EffectNode.SideEffectArgs[1])
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e.UseSkillCount++
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return true
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2025-09-24 22:20:59 +00:00
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}
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