package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) //下n回合自身攻击技能必定命中 func init() { input.InitEffect(input.EffectType.Skill, 81, &Effect81{}) } type Effect81 struct { node.EffectNode can bool } func (e *Effect81) OnSkill() bool { e.can = true return true } func (e *Effect81) ActionStart(a, b *action.SelectSkillAction) bool { if !e.can { return true } //fmt.Println(e.Ctx().SkillEntity) if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } e.Ctx().SkillEntity.MustHit = 1 return true } func (e *Effect81) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0]) }