43 lines
928 B
Go
43 lines
928 B
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 基类特性
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type NewSel0 struct {
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node.EffectNode
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Catchtime int //保存精灵的唯一指令,保证在上场时候正确注入
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Hide bool //是否隐藏 ,所属精灵下场后特性就应该消失
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//??如果2只精灵一个特性,怎么办,每次切精灵注入特性
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}
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// 重写回合结束效果,特性都是无线回合类的
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// 次数类本质上也是这种
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func (e *NewSel0) TurnEnd(opp *input.Input) {
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}
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// 免疫"能力(battle_lv)下降"
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type NewSel1 struct {
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NewSel0
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}
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func (e *NewSel0) BeferProp(in *input.Input, prop, level int8, ptype info.EnumAbilityOpType) bool {
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//能力下降类
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if level > 0 && ptype == info.AbilityOpType.SUB {
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return false
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 1, &NewSel0{})
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}
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