2025-08-26 18:02:32 +00:00
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package node
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2025-09-23 19:11:03 +00:00
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import (
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2025-10-05 00:29:22 +08:00
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"blazing/logic/service/fight/action"
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2025-09-23 19:11:03 +00:00
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)
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2025-09-14 03:36:26 +08:00
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2025-11-22 00:44:42 +08:00
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func (e *EffectNode) Action_start(fattack, sattack *action.SelectSkillAction) bool {
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2025-11-13 21:36:18 +08:00
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return true
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2025-10-05 00:29:22 +08:00
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}
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2025-11-22 00:44:42 +08:00
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func (e *EffectNode) Action_start_ex(fattack, sattack *action.SelectSkillAction) bool {
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2025-11-16 20:30:17 +00:00
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return true
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}
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2025-11-13 21:36:18 +08:00
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func (e *EffectNode) Compare_Pre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 {
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return true
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}
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func (e *EffectNode) Turn_Start(fattack, sattack *action.SelectSkillAction) {
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2025-10-08 16:54:03 +08:00
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//panic("not implemented") // TODO: Implement
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2025-09-26 13:33:55 +08:00
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}
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2025-11-11 05:54:24 +00:00
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func (e *EffectNode) Turn_End() {
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2025-09-03 00:37:05 +08:00
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2025-09-23 19:11:03 +00:00
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if e.duration == 0 { // 保留 (负数表示永久)
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2025-11-11 01:10:26 +08:00
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2025-11-03 14:46:33 +00:00
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e.Alive(false)
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2025-11-11 01:10:26 +08:00
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2025-10-22 21:30:05 +08:00
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} else {
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2025-11-13 23:06:55 +08:00
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// e.trunl.Do(func() {
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2025-11-11 01:10:26 +08:00
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2025-11-13 23:06:55 +08:00
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// if !e.Ctx().Our.FightC.IsFirst(e.Ctx().Our.Player) { //如果我方后手,那就给回合+1
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// e.duration++
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// // e.Alive(true)
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// }
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2025-11-11 01:10:26 +08:00
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2025-11-13 23:06:55 +08:00
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// })
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2025-10-22 21:30:05 +08:00
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e.duration--
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2025-08-27 14:41:06 +00:00
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}
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2025-10-22 21:30:05 +08:00
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2025-09-29 02:40:35 +08:00
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}
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