2026-03-08 14:55:53 +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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)
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2026-03-28 21:57:22 +08:00
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// Effect 470: {0}回合内若自身攻击技能命中则{1}%令对手{2}
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2026-03-08 14:55:53 +08:00
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type Effect470 struct {
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2026-03-28 21:57:22 +08:00
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RoundEffectArg0Base
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2026-03-08 14:55:53 +08:00
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}
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2026-03-10 16:02:38 +08:00
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func (e *Effect470) Skill_Use_ex() bool {
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2026-03-08 14:55:53 +08:00
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if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() != info.Category.STATUS {
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chance := e.Args()[1].IntPart() // m%
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success, _, _ := e.Input.Player.Roll(int(chance), 100)
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if success {
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effectType := int(e.Args()[2].IntPart()) // p类型(异常状态)
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType)
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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}
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}
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return true
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}
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func init() {
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2026-03-13 16:05:43 +08:00
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input.InitEffect(input.EffectType.Skill, 470, &Effect470{})
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2026-03-08 14:55:53 +08:00
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}
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