2026-03-09 00:07:19 +08:00
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package effect
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import (
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"blazing/logic/service/fight/input"
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)
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2026-03-28 21:57:22 +08:00
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// Effect 471: 先出手时{0}回合内免疫异常状态
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2026-03-09 00:07:19 +08:00
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type Effect471 struct {
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2026-03-28 21:57:22 +08:00
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RoundEffectArg0Base
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2026-03-09 00:07:19 +08:00
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can bool
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 471, &Effect471{})
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}
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func (e *Effect471) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if !e.can {
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return true
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}
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if in != e.Ctx().Opp {
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return true
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}
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if input.IS_Stat(effEffect) {
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return false
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}
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return true
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}
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func (e *Effect471) OnSkill() bool {
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2026-03-09 12:28:37 +08:00
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if e.IsFirst() { // 先出手
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2026-03-09 00:07:19 +08:00
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e.can = true
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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, 191, &Effect191{})
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}
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2026-03-28 21:57:22 +08:00
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// Effect 191: {0}回合内免疫并反弹所有受到的异常状态
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2026-03-09 00:07:19 +08:00
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type Effect191 struct {
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RoundEffectArg0Base
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2026-03-09 00:07:19 +08:00
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}
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func (e *Effect191) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if in != e.Ctx().Opp {
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return true
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}
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if input.IS_Stat(effEffect) {
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statusEffect1 := e.Ctx().Our.InitEffect(input.EffectType.Status, int(effEffect.ID().Suffix()))
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if statusEffect1 != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect1)
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}
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return false
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}
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return true
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}
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