2025-11-08 18:37:11 +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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* n回合,若自己先手,则m%几率让对手害怕1到3回合
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*/
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func init() {
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t := &Effect117{
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EffectNode: node.EffectNode{},
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}
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2025-11-21 05:47:51 +00:00
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2025-11-08 18:37:11 +08:00
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input.InitEffect(input.EffectType.Skill, 117, t)
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}
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type Effect117 struct {
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node.EffectNode
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}
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// 默认添加回合
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func (e *Effect117) 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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2025-11-11 05:54:24 +00:00
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func (e *Effect117) OnSkill() bool {
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2025-11-08 18:37:11 +08:00
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if e.Input.FightC.IsFirst(e.Input.Player) {
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// 概率判定
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ok, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
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if !ok {
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return true
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}
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// 获取状态效果
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eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Fear))
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if eff == nil {
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return true
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}
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2025-11-10 08:25:40 +00:00
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duration := int(e.Input.FightC.GetRand().Int31n(3)) // 默认随机 1~3 回合
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2025-11-10 02:29:00 +08:00
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2025-11-08 18:37:11 +08:00
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eff.Duration(duration)
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2025-11-14 03:21:00 +08:00
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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2025-11-08 18:37:11 +08:00
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}
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return true
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}
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