2026-03-07 13:54:42 +08:00
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package effect
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import (
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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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type Effect164 struct {
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node.EffectNode
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}
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func (e *Effect164) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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2026-03-08 19:14:42 +08:00
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func (e *Effect164) Action_end_ex() bool {
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2026-03-07 13:54:42 +08:00
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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if e.Ctx().SkillEntity == nil {
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return true
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}
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// 3. 概率判定(Args()[1]为触发概率)
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success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if !success {
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return true
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}
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// 5. 获取状态效果实例并设置参数
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
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if statusEffect == nil {
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return true
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}
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// 6. 给对手添加状态
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//然后这里是被动添加,所以对方不能消除
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 164, &Effect164{})
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}
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