fix(fight): 战斗修改
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@@ -9,10 +9,10 @@ import (
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func (e *EffectNode) Compare_Pre(fattack, sattack *action.SelectSkillAction) bool {
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return false
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}
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func (e *EffectNode) Turn_Start(ctx input.Ctx) {
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func (e *EffectNode) Turn_Start() {
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//panic("not implemented") // TODO: Implement
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}
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func (e *EffectNode) Turn_End(ctx input.Ctx) {
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func (e *EffectNode) Turn_End() {
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if e.duration == 0 { // 保留 (负数表示永久)
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@@ -21,7 +21,7 @@ func (e *EffectNode) Turn_End(ctx input.Ctx) {
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} else {
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e.trunl.Do(func() {
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if ctx.Input.FightC.IsFirst(ctx.Input.Player) { //如果对方先手
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if e.Ctx().Opp.FightC.IsFirst(e.Ctx().Opp.Player) { //如果对方先手
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e.duration++
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// e.Alive(true)
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}
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