package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // 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 type Effect163 struct { node.EffectNode } func (e *Effect163) Skill_Use_ex() bool { if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS { // 随机选择一个异常状态 statusTypes := []int{ int(info.PetStatus.Burned), int(info.PetStatus.Frozen), int(info.PetStatus.Poisoned), int(info.PetStatus.Paralysis), int(info.PetStatus.Fear), int(info.PetStatus.Sleep), } randomIndex := int(e.Input.FightC.GetRand().Int31n(int32(len(statusTypes)))) selectedStatus := statusTypes[randomIndex] statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, selectedStatus) if statusEffect != nil { e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect) } } return true } func (e *Effect163) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(a[0]) // 持续n回合 } func init() { input.InitEffect(input.EffectType.NewSel, 163, &Effect163{}) }