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bl/logic/service/fight/effect/effect_163.go

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2026-03-07 23:54:01 +08:00
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 163 - n回合内若对手使用属性技能则随机进入烧伤、冻伤、中毒、麻痹、害怕、睡眠中的一种异常状态
type Effect163 struct {
node.EffectNode
}
func (e *Effect163) Skill_Use_ex() bool {
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
// 随机选择一个异常状态
statusTypes := []int{
int(info.PetStatus.Burned),
int(info.PetStatus.Frozen),
int(info.PetStatus.Poisoned),
int(info.PetStatus.Paralysis),
int(info.PetStatus.Fear),
int(info.PetStatus.Sleep),
}
randomIndex := int(e.Input.FightC.GetRand().Int31n(int32(len(statusTypes))))
selectedStatus := statusTypes[randomIndex]
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, selectedStatus)
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
}
return true
}
func (e *Effect163) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(a[0]) // 持续n回合
}
func init() {
input.InitEffect(input.EffectType.NewSel, 163, &Effect163{})
}