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bl/logic/service/fight/effect/effect_164.go

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2026-03-07 13:54:42 +08:00
package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
type Effect164 struct {
node.EffectNode
}
func (e *Effect164) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect164) Action_end_ex() bool {
2026-03-07 13:54:42 +08:00
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().SkillEntity == nil {
return true
}
// 3. 概率判定Args()[1]为触发概率)
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if !success {
return true
}
// 5. 获取状态效果实例并设置参数
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
if statusEffect == nil {
return true
}
// 6. 给对手添加状态
//然后这里是被动添加,所以对方不能消除
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 164, &Effect164{})
}