``` 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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@@ -136,13 +136,11 @@ func (e *Flammable) Skill_Use_ex() bool {
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return true
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}
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// 获取状态效果
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eff := input.Geteffect(input.EffectType.Status, info.PetStatus.Burned)
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Burned))
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if eff == nil {
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return true
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}
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duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
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eff.Duration(duration)
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eff.SetArgs(e.Ctx().Our) //输入参数是对方
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e.Ctx().Our.AddEffect(e.Ctx().Our, eff)
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return true
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