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43
logic/service/fight/effect/effect_163.go
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43
logic/service/fight/effect/effect_163.go
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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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"blazing/logic/service/fight/node"
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)
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// 163 - n回合内,若对手使用属性技能则随机进入烧伤、冻伤、中毒、麻痹、害怕、睡眠中的一种异常状态
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type Effect163 struct {
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node.EffectNode
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}
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func (e *Effect163) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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// 随机选择一个异常状态
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statusTypes := []int{
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int(info.PetStatus.Burned),
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int(info.PetStatus.Frozen),
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int(info.PetStatus.Poisoned),
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int(info.PetStatus.Paralysis),
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int(info.PetStatus.Fear),
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int(info.PetStatus.Sleep),
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}
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randomIndex := int(e.Input.FightC.GetRand().Int31n(int32(len(statusTypes))))
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selectedStatus := statusTypes[randomIndex]
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, selectedStatus)
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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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return true
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}
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func (e *Effect163) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(a[0]) // 持续n回合
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 163, &Effect163{})
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}
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