package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" ) // 66. 自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型) // TODO: 实现自身的物理攻击有n%几率使对方处于异常状态(a1: n, a2: 异常状态类型)的核心逻辑 type NewSel66 struct { NewSel0 } func (e *NewSel66) Skill_Use() bool { if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime { return true } if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() != info.Category.PHYSICAL { return true } // n% 触发概率(默认 SideEffectArgs[0]) chance := e.EffectNode.SideEffectArgs[0] success, _, _ := e.Input.Player.Roll(chance, 100) if !success { return true } // 获取状态效果 eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart())) if eff == nil { return true } e.Ctx().Opp.AddEffect(e.Ctx().Our, eff) return true } func init() { input.InitEffect(input.EffectType.NewSel, 66, &NewSel66{}) }