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bl/logic/service/fight/effect/effect_13.go

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package effect
import (
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element "blazing/common/data/Element"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
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"github.com/gogf/gf/v2/util/gconv"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect13 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
func init() {
input.InitEffect(input.EffectType.Skill, 13, &Effect13{})
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
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func (e *Effect13) OnSkill() bool {
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if gconv.Int(e.Ctx().Opp.CurrentPet.PetInfo.Type) == int(element.ElementTypeGrass) {
return true
}
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
if eff == nil {
return true
}
eff.Duration(e.EffectNode.SideEffectArgs[0] - 1)
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}