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bl/logic/service/fight/effect/effect_62.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/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"math"
"github.com/alpacahq/alpacadecimal"
)
/**
* n回合内没有击败则对方死亡
*/
type Effect62 struct {
node.EffectNode
// 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
// opp *input.Input
// e *Effect62_sub
//l sync.Once
}
type Effect62_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 *Effect62_sub) TurnEnd() {
e.duy--
}
// 这个实际上在对方回合执行的
func (e *Effect62_sub) OnSkill() bool {
//fmt.Println("镇魂歌剩余回合", e.duy)
//defer e.Alive(false)
if e.duy <= 0 { //说明对方没有切换精灵
//直接扣除所有血量OnSkill
//相当于对方给自己的伤害
e.Ctx().Our.Damage(e.Ctx().Opp, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
})
e.Alive(false)
}
return true
}
func init() {
t := &Effect62{
EffectNode: node.EffectNode{},
}
input.InitEffect(input.EffectType.Skill, 62, t)
}
// 魂印开局添加,然后切精灵不消失
func (e *Effect62) OnSkill() bool {
//e.Duration(1) //必须保持到下一回合,这样才会被复制
// e.opp = ctx.Input
ee := &Effect62_sub{
// bindpet: ctx.CurrentPet,
// bind: ctx.Input,
}
ee.duy = e.EffectNode.SideEffectArgs[0]
e.GenSub(ee, math.MaxInt)
e.Ctx().Opp.AddEffect(e.Ctx().Our, ee)
return true
}