2025-12-11 13:58:24 +00:00
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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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// n回合内,每次直接攻击都有m%几率附带衰弱效果
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// -----------------------------------------------------------
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type Effect104 struct {
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node.EffectNode
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Status info.EnumPetStatus // 要施加的状态类型
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2025-12-12 13:49:50 +00:00
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can bool
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2025-12-11 13:58:24 +00:00
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}
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// 工厂函数
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func newEffectStatusn(status info.EnumPetStatus) *Effect104 {
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return &Effect104{
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Status: status,
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}
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}
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func init() {
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// 批量注册状态类技能
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registerStatusEffectsn()
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}
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func registerStatusEffectsn() {
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statusList := map[int]info.EnumPetStatus{
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104: info.PetStatus.Weakened,
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109: info.PetStatus.Frozen,
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}
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for id, status := range statusList {
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input.InitEffect(input.EffectType.Skill, id, newEffectStatusn(status))
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}
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}
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// 默认添加回合
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func (e *Effect104) 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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// -----------------------------------------------------------
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// 技能触发时调用
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// -----------------------------------------------------------
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func (e *Effect104) OnSkill() bool {
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2026-01-04 21:41:10 +08:00
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2025-12-12 13:49:50 +00:00
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if !e.can {
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e.can = true
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return true
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}
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2025-12-11 13:58:24 +00:00
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.SideEffectArgs[1]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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// 持续回合
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duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
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duration++
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// 获取状态效果
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2025-12-11 19:12:54 +00:00
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
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2025-12-11 13:58:24 +00:00
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if eff == nil {
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return true
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}
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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