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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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* 下n回合对手使用体力药剂时效果变成减少相应的体力
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*/
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type Effect69 struct {
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node.EffectNode
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}
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type Effect69_sub struct {
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node.EffectNode
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}
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func init() {
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t := &Effect69{
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EffectNode: node.EffectNode{},
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}
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//t.Owner(true)
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//t.Duration(5)
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input.InitEffect(input.EffectType.Skill, 69, t)
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}
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func (e *Effect69) OnSkill(ctx input.Ctx) bool {
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t := &Effect69_sub{
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EffectNode: node.EffectNode{},
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}
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t.ID(e.ID() + int(input.EffectType.Sub)) //子效果ID
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t.SetArgs(e.Input, e.SideEffectArgs...)
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t.Duration(e.SideEffectArgs[0])
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ctx.AddEffect(t)
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return true
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}
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func (e *Effect69_sub) Heal_Pre(f action.BattleActionI, t *int) bool {
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if _, ok := f.(*action.UseItemAction); ok {
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*t = -*t // 把t指向的值取反,直接作用于外部变量
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}
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return true
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}
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