2025-09-24 18:53:54 +00:00
|
|
|
|
package effect
|
|
|
|
|
|
|
|
|
|
|
|
import (
|
|
|
|
|
|
"blazing/logic/service/fight/info"
|
|
|
|
|
|
"blazing/logic/service/fight/input"
|
|
|
|
|
|
"blazing/logic/service/fight/node"
|
|
|
|
|
|
)
|
|
|
|
|
|
|
2026-03-28 21:57:22 +08:00
|
|
|
|
// Effect 10: 命中后{0}%令对方麻痹
|
2025-09-24 18:53:54 +00:00
|
|
|
|
type Effect10 struct {
|
|
|
|
|
|
node.EffectNode
|
2025-11-14 00:26:34 +08:00
|
|
|
|
Status info.EnumPetStatus // 要施加的状态类型
|
2025-11-03 19:35:56 +08:00
|
|
|
|
|
2025-09-24 18:53:54 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-03 19:35:56 +08:00
|
|
|
|
// 工厂函数
|
2025-11-14 00:26:34 +08:00
|
|
|
|
func newEffectStatus(status info.EnumPetStatus) *Effect10 {
|
2025-11-03 19:35:56 +08:00
|
|
|
|
return &Effect10{
|
|
|
|
|
|
Status: status,
|
2025-09-26 13:33:55 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-09-24 18:53:54 +00:00
|
|
|
|
func init() {
|
2025-11-03 19:35:56 +08:00
|
|
|
|
// 批量注册状态类技能
|
|
|
|
|
|
registerStatusEffects()
|
|
|
|
|
|
}
|
2025-11-03 19:31:17 +08:00
|
|
|
|
|
2025-11-03 19:35:56 +08:00
|
|
|
|
func registerStatusEffects() {
|
2026-03-28 21:57:22 +08:00
|
|
|
|
statusList := []struct {
|
|
|
|
|
|
id int
|
|
|
|
|
|
status info.EnumPetStatus
|
|
|
|
|
|
}{
|
|
|
|
|
|
{id: 10, status: info.PetStatus.Paralysis},
|
|
|
|
|
|
{id: 11, status: info.PetStatus.Poisoned},
|
|
|
|
|
|
{id: 12, status: info.PetStatus.Burned},
|
|
|
|
|
|
{id: 14, status: info.PetStatus.Frozen},
|
|
|
|
|
|
{id: 15, status: info.PetStatus.Fear},
|
|
|
|
|
|
{id: 16, status: info.PetStatus.Sleep},
|
|
|
|
|
|
{id: 22, status: info.PetStatus.Tired},
|
|
|
|
|
|
{id: 94, status: info.PetStatus.Petrified},
|
|
|
|
|
|
{id: 99, status: info.PetStatus.Confused},
|
|
|
|
|
|
{id: 103, status: info.PetStatus.Weakened},
|
|
|
|
|
|
{id: 114, status: info.PetStatus.Flammable},
|
2025-11-03 19:35:56 +08:00
|
|
|
|
}
|
2025-11-03 19:31:17 +08:00
|
|
|
|
|
2026-03-28 21:57:22 +08:00
|
|
|
|
for _, item := range statusList {
|
|
|
|
|
|
input.InitEffect(input.EffectType.Skill, item.id, newEffectStatus(item.status))
|
2025-11-03 19:35:56 +08:00
|
|
|
|
}
|
2025-09-24 18:53:54 +00:00
|
|
|
|
|
|
|
|
|
|
}
|
2025-09-24 19:47:01 +00:00
|
|
|
|
|
2025-11-03 19:35:56 +08:00
|
|
|
|
// -----------------------------------------------------------
|
|
|
|
|
|
// 技能触发时调用
|
|
|
|
|
|
// -----------------------------------------------------------
|
2026-03-09 17:42:52 +08:00
|
|
|
|
func (e *Effect10) Skill_Use() bool {
|
2025-09-24 19:47:01 +00:00
|
|
|
|
|
2025-11-03 19:35:56 +08:00
|
|
|
|
// n% 触发概率(默认 SideEffectArgs[0])
|
|
|
|
|
|
chance := e.EffectNode.SideEffectArgs[0]
|
|
|
|
|
|
success, _, _ := e.Input.Player.Roll(chance, 100)
|
|
|
|
|
|
if !success {
|
|
|
|
|
|
return true
|
|
|
|
|
|
}
|
2025-10-22 00:41:58 +08:00
|
|
|
|
|
2025-12-11 19:12:54 +00:00
|
|
|
|
// 持续回合
|
2025-10-22 00:25:38 +08:00
|
|
|
|
|
2025-11-03 19:35:56 +08:00
|
|
|
|
// 获取状态效果
|
2025-12-11 19:12:54 +00:00
|
|
|
|
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
|
2025-11-03 19:35:56 +08:00
|
|
|
|
if eff == nil {
|
|
|
|
|
|
return true
|
2025-09-24 18:53:54 +00:00
|
|
|
|
}
|
2025-11-03 19:31:17 +08:00
|
|
|
|
|
2025-12-11 19:12:54 +00:00
|
|
|
|
if len(e.EffectNode.SideEffectArgs) > 1 {
|
|
|
|
|
|
// 持续回合
|
|
|
|
|
|
|
|
|
|
|
|
eff.Duration(e.EffectNode.SideEffectArgs[1])
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-14 03:21:00 +08:00
|
|
|
|
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
|
2025-11-03 19:35:56 +08:00
|
|
|
|
return true
|
2025-11-03 19:31:17 +08:00
|
|
|
|
}
|