refactor: 重命名 ActionEndEx 为 Action_end_ex
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@@ -12,7 +12,7 @@ type NewSel144 struct {
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count int
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}
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func (e *NewSel144) ActionEndEx() bool {
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func (e *NewSel144) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -12,7 +12,7 @@ type NewSel25 struct {
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NewSel0
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}
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func (e *NewSel25) ActionEndEx() bool {
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func (e *NewSel25) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -10,7 +10,7 @@ type NewSel31 struct {
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NewSel0
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}
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func (e *NewSel31) ActionEndEx() bool {
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func (e *NewSel31) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -10,7 +10,7 @@ type NewSel33 struct {
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NewSel0
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}
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func (e *NewSel33) ActionEndEx() bool {
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func (e *NewSel33) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -13,7 +13,7 @@ type NewSel403 struct {
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remainingTurns int
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}
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func (e *NewSel403) ActionEndEx() bool {
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func (e *NewSel403) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -10,8 +10,8 @@ type NewSel408 struct {
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NewSel0
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}
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// ActionEndEx 实现消除能力强化效果的核心逻辑
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func (e *NewSel408) ActionEndEx() bool {
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// Action_end_ex 实现消除能力强化效果的核心逻辑
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func (e *NewSel408) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if !e.IsOwner() {
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return true
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@@ -10,7 +10,7 @@ type NewSel409 struct {
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NewSel0
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}
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func (e *NewSel409) ActionEndEx() bool {
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func (e *NewSel409) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -11,7 +11,7 @@ type NewSel44 struct {
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count int
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}
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func (e *NewSel44) ActionEndEx() bool {
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func (e *NewSel44) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -15,7 +15,7 @@ type NewSel46 struct {
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lastRecoveryRound uint32
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}
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func (e *NewSel46) ActionEndEx() bool {
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func (e *NewSel46) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -18,7 +18,7 @@ type NewSel49 struct {
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remainingTurns int
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}
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func (e *NewSel49) ActionEndEx() bool {
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func (e *NewSel49) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -16,7 +16,7 @@ type NewSel59 struct {
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}
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// TODO: 需要了解魔王的附身触发条件
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func (e *NewSel59) ActionEndEx() bool {
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func (e *NewSel59) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -11,7 +11,7 @@ type NewSel6 struct {
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NewSel0
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}
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func (e *NewSel6) ActionEndEx() bool {
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func (e *NewSel6) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -10,7 +10,7 @@ type NewSel74 struct {
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NewSel0
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}
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func (e *NewSel74) ActionEndEx() bool {
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func (e *NewSel74) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -10,7 +10,7 @@ type NewSel78 struct {
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NewSel0
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}
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func (e *NewSel78) ActionEndEx() bool {
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func (e *NewSel78) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -10,7 +10,7 @@ type NewSel9 struct {
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NewSel0
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}
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func (e *NewSel9) ActionEndEx() bool {
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func (e *NewSel9) Action_end_ex() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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@@ -11,7 +11,7 @@ type Effect561 struct {
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can bool
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}
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func (e *Effect561) ActionEndEx() bool {
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func (e *Effect561) Action_end_ex() bool {
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if e.Input.FightC.IsFirst(e.Input.Player) {
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if e.Ctx().Our.CurrentPet.GetHP().IntPart() == 0 {
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e.Ctx().Our.CurrentPet.Info.Hp = e.Ctx().Our.CurrentPet.Info.MaxHp
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@@ -15,7 +15,7 @@ func (e *Effect164) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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func (e *Effect164) ActionEndEx() bool {
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func (e *Effect164) Action_end_ex() bool {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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@@ -32,7 +32,7 @@ func (e *Effect73) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0] - 1)
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}
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func (e *Effect73) ActionEndEx() bool {
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func (e *Effect73) Action_end_ex() bool {
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if !e.Input.FightC.IsFirst(e.Ctx().Our.Player) {
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return true
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@@ -248,26 +248,26 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
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}
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}
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if defender.CurrentPet.Info.Hp > 0 {
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//技能使用后
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defender.Exec(func(effect input.Effect) bool {
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effect.Ctx().SkillEntity = currentSkill
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effect.Skill_Use_ex()
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return true
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})
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}
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// if defender.CurrentPet.Info.Hp > 0 {
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// //技能使用后
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// defender.Exec(func(effect input.Effect) bool {
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// effect.Ctx().SkillEntity = currentSkill
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// effect.Skill_Use_ex()
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// return true
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// })
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// }
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//技能使用后
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attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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effect.Ctx().SkillEntity = currentSkill
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effect.SkillUseed()
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return true
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})
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defender.Exec(func(effect input.Effect) bool {
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effect.Ctx().SkillEntity = currentSkill
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effect.ActionEndEx()
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return true
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})
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// //技能使用后
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// attacker.Exec(func(effect input.Effect) bool { //技能使用后的我方效果
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// effect.Ctx().SkillEntity = currentSkill
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// effect.SkillUseed()
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// return true
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// })
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// defender.Exec(func(effect input.Effect) bool {
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// effect.Ctx().SkillEntity = currentSkill
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// effect.Action_end_ex()
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// return true
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// })
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if defender.CurrentPet.Info.Hp <= 0 && attacker.CurrentPet.Info.Hp <= 0 { //先手方死亡,触发反同归于尽
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attacker.CurrentPet.Info.Hp = 1
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@@ -34,9 +34,9 @@ type Effect interface {
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DamageLockEx(*info.DamageZone) bool //被动方锁定伤害
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Damage_Shield(*info.DamageZone) bool // 护盾值变化时触发
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//Damage_Use() bool // 伤害作用
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Skill_Use_ex() bool //技能PP减少节点
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SkillUseed() bool //技能PP减少节点
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ActionEndEx() bool
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//Skill_Use_ex() bool //技能PP减少节点
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//Action_end() bool //技能PP减少节点
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//Action_end_ex() bool
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Action_end() bool
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Action_end_ex() bool
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//OnDefeat(opp *Input) bool // 精灵被击败时触发
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@@ -18,7 +18,7 @@ func (e *EffectNode) OnBattleEnd() bool {
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func (e *EffectNode) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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return true
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}
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func (e *EffectNode) ActionEndEx() bool {
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func (e *EffectNode) Action_end_ex() bool {
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// panic("not implemented") // TODO: Implement
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return true
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}
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@@ -19,10 +19,7 @@ func (e *EffectNode) SkillHit() bool {
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func (e *EffectNode) SkillHit_ex() bool {
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return true
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}
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func (e *EffectNode) Action_end_ex() bool {
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return true
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}
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func (e *EffectNode) CalculatePre() bool {
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return true
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}
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@@ -43,22 +40,23 @@ 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_ex() bool {
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return true
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}
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func (e *EffectNode) SkillUseed() 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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// func (e *EffectNode) Skill_Use_ex() bool {
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// return true
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// }
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// } else {
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// e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
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// }
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// func (e *EffectNode) SkillUseed() 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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// }
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// return true
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return true
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}
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// // } else {
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// // e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
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// // }
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// // }
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// // return true
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// return true
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// }
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type Effect interface {
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OnMiss(opp *input.Input, skill *info.SkillEntity)
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