2025-11-13 21:36:18 +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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// 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 Effect1605 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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2025-11-13 21:36:18 +08:00
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1605, &Effect1605{})
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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 *Effect1605) OnSkill() bool {
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.SideEffectArgs[0]
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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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// 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.SideEffectArgs[1]))
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2025-11-13 21:36:18 +08:00
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if eff == nil {
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return true
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}
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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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2025-11-13 21:36:18 +08:00
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return true
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}
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