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bl/logic/service/fight/effect/156.go
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根据提供的code differences信息,我无法看到具体的代码变更内容。由于code differences部分为空白,我将提供一个通用的示例格式:
```
docs(readme): 更新文档说明

- 添加了项目使用说明
- 补充了配置项解释
- 修正了错误的示例代码
```

注意:由于没有具体的代码差异信息,无法生成准确的commit
2026-03-09 22:36:30 +08:00

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package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 156 - n回合内使得对手所有能力增强效果失效
type Effect156 struct {
node.EffectNode
}
func (e *Effect156) Skill_Use() bool {
for i, v := range e.Ctx().Opp.Prop[:] {
if v > 0 {
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0)
}
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, e.GenSub(&Effect156_sub{}, e.SideEffectArgs[0]))
return true
}
type Effect156_sub struct {
node.EffectNode
duy int
//bindpet *info.BattlePetEntity
//bind *input.Input
// Hide bool // 是否隐藏 正常是命中就可用,镇魂歌是回合数到才可用
}
func (e *Effect156_sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if in != e.Ctx().Our {
return true
}
if input.IS_Stat(effEffect) {
return false
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 156, &Effect156{})
}