2026-03-08 15:26:07 +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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2026-03-28 21:57:22 +08:00
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// Effect 155: 恢复全部体力,消除所有能力下降,使自己进入睡眠{0}回合
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2026-03-08 15:26:07 +08:00
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type Effect155 struct {
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node.EffectNode
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}
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func (e *Effect155) OnSkill() bool {
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// 恢复全部体力
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, maxHp)
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// 消除所有能力下降
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for i := 0; i < 6; i++ {
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2026-03-08 23:24:18 +08:00
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0)
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2026-03-08 15:26:07 +08:00
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}
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// 使自己进入睡眠n回合
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sleepEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Sleep))
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if sleepEffect != nil {
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sleepEffect.Duration(int(e.Args()[0].IntPart())) // n回合
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e.Ctx().Our.AddEffect(e.Ctx().Our, sleepEffect)
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 155, &Effect155{})
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}
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