package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" "github.com/gogf/gf/v2/util/grand" ) // Effect 176: {0}%概率令对手随机进入烧伤、冻伤、中毒、麻痹、害怕、睡眠中的一种异常状态 type Effect176 struct { node.EffectNode } func (e *Effect176) OnSkill() bool { chance := e.Args()[0].IntPart() success, _, _ := e.Input.Player.Roll(int(chance), 100) if success { 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 := grand.Intn(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 init() { input.InitEffect(input.EffectType.Skill, 176, &Effect176{}) }