fix(fight): 战斗修改
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@@ -5,23 +5,23 @@ import (
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"blazing/logic/service/fight/input"
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)
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func (e *EffectNode) Skill_Pre(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Pre() bool {
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return true
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}
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func (e *EffectNode) Calculate_Pre(ctx input.Ctx) bool {
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func (e *EffectNode) Calculate_Pre() bool {
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return true
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}
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func (e *EffectNode) Skill_Hit_Pre(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Hit_Pre() bool {
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return true
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}
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func (e *EffectNode) Skill_Hit(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Hit() bool {
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return true
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}
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func (e *EffectNode) Skill_Hit_to(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Hit_ex() bool {
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return true
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}
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func (e *EffectNode) OnSkill(ctx input.Ctx) bool {
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func (e *EffectNode) OnSkill() bool {
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// if e.Effect != nil {
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// if e.Hit() { //没命中
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// e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
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@@ -32,15 +32,15 @@ func (e *EffectNode) OnSkill(ctx input.Ctx) bool {
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return true
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}
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func (e *EffectNode) Skill_Can(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Can() bool {
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return e.Input.CurrentPet.HP != 0
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}
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func (e *EffectNode) Skill_Use(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Use_ex() bool {
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return true
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}
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func (e *EffectNode) Skill_Useed(ctx input.Ctx) bool {
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func (e *EffectNode) Skill_Useed() bool {
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// if e.Effect != nil {
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// if e.Input.CurrentPet.Info.Hp == 0 {
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// e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
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