2026-03-07 14:51:32 +08:00
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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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/**
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* 182
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 182, &Effect182{})
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}
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type Effect182 struct {
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node.EffectNode
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}
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2026-03-09 17:42:52 +08:00
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func (e *Effect182) Skill_Use() bool {
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2026-03-07 14:51:32 +08:00
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if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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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()[2].IntPart()), 100)
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if !success {
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return true
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}
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2026-03-08 23:24:18 +08:00
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), int8(e.Args()[3].IntPart()))
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2026-03-07 14:51:32 +08:00
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}
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return true
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}
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