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

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect13 struct {
node.EffectNode
Status info.EnumBattleStatus // 要施加的状态类型
}
func init() {
input.InitEffect(input.EffectType.Skill, 13, &Effect13{})
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect13) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
duration := e.EffectNode.SideEffectArgs[0]
//duration++
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
if eff == nil {
return true
}
eff.Duration(duration)
eff.SetArgs(ctx.Input)
ctx.AddEffect(eff)
return true
}