2025-11-08 23:20:48 +08:00
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package effect
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import (
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2025-11-23 23:38:03 +00:00
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element "blazing/common/data/Element"
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2025-11-08 23:20:48 +08:00
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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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2025-11-23 23:38:03 +00:00
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"github.com/gogf/gf/v2/util/gconv"
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2025-11-08 23:20:48 +08:00
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)
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// -----------------------------------------------------------
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// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
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// -----------------------------------------------------------
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type Effect13 struct {
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node.EffectNode
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2025-11-14 00:26:34 +08:00
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Status info.EnumPetStatus // 要施加的状态类型
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2025-11-08 23:20:48 +08:00
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 13, &Effect13{})
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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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2025-11-11 05:54:24 +00:00
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func (e *Effect13) OnSkill() bool {
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2026-01-04 21:41:10 +08:00
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2025-11-23 23:38:03 +00:00
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if gconv.Int(e.Ctx().Opp.CurrentPet.PetInfo.Type) == int(element.ElementTypeGrass) {
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return true
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}
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2025-12-11 19:12:54 +00:00
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2025-11-08 23:20:48 +08:00
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
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2025-11-08 23:20:48 +08:00
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if eff == nil {
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return true
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}
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2025-12-11 19:12:54 +00:00
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eff.Duration(e.EffectNode.SideEffectArgs[0] - 1)
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2026-01-23 20:18:58 +00:00
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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2025-11-08 23:20:48 +08:00
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return true
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}
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