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bl/logic/service/fight/effect/NewSeIdx_1.go

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