``` 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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@@ -32,16 +32,14 @@ func (e *Effect13) OnSkill() bool {
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if gconv.Int(e.Ctx().Opp.CurrentPet.PetInfo.Type) == int(element.ElementTypeGrass) {
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return true
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}
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duration := e.EffectNode.SideEffectArgs[0] - 1
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//duration++
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// 获取状态效果
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eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
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if eff == nil {
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return true
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}
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eff.Duration(e.EffectNode.SideEffectArgs[0] - 1)
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eff.Duration(duration)
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eff.SetArgs(e.Ctx().Our)
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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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