2025-11-25 18:25:52 +08:00
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package effect
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import (
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2025-11-26 15:25:10 +08:00
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"blazing/logic/service/fight/info"
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2025-11-25 18:25:52 +08:00
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"blazing/logic/service/fight/input"
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)
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// 66. 自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型)
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// TODO: 实现自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型)的核心逻辑
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type NewSel66 struct {
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NewSel0
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}
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2026-03-09 17:42:52 +08:00
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func (e *NewSel66) Skill_Use() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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2026-03-11 23:38:51 +08:00
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if e.Ctx().SkillEntity == nil {
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return true
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}
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2025-11-26 15:25:10 +08:00
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if e.Ctx().SkillEntity.Category() != info.Category.PHYSICAL {
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return true
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}
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.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.Args()[1].IntPart()))
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if eff == nil {
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return true
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}
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 66, &NewSel66{})
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}
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