``` refactor(fight): 重构状态效果初始化逻辑,统一使用InitEffect方法并内置随机持续回合
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@@ -150,10 +150,9 @@ func (e *EffectDefeatTrigger) triggerNextEnemyStatusOnDefeat(at info.AttackValue
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// 简化示例:直接处理状态施加
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for i, v := range at.Status {
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if v > 0 {
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nv := input.Geteffect(input.EffectType.Status, int(i))
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nv := e.Ctx().Our.InitEffect(input.EffectType.Status, int(i))
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if nv != nil {
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nv.Duration(int(e.Input.FightC.GetRand().Int31n(2)))
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nv.SetArgs(e.Ctx().Our) //输入参数是对方
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e.Ctx().Opp.AddEffect(e.Ctx().Our, nv)
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}
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}
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