Files
bl/logic/service/fight/effect/549.go
昔念 fb32bb3c39 ```
feat(fight): 添加新效果类型574并优化现有战斗逻辑

- 重命名NewSel409结构体的Action_end_ex方法为Skill_Use_ex
- 将effect/523中HP检查改为Alive()方法调用
- 修复selfkill效果中的代码格式问题
- 新增效果类型574:消耗自身全部体力使下次技能必定先手、命中且暴击
- 实现Effect574的ComparePre和ActionStart方法处理先手、命中和暴击逻辑
```
2026-03-17 19:30:40 +08:00

44 lines
1.0 KiB
Go

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"
)
// {
// "id": 549,
// "argsNum": 1,
// "info": "使对手随机进入烧伤、冻伤、中毒、害怕、疲惫、麻痹其中{0}种异常状态"
// },
type Effect549 struct {
node.EffectNode
}
func (e *Effect549) OnSkill() bool {
numStates := int(e.Args()[0].IntPart())
// 定义可能的异常状态
possibleStatuses := []info.EnumPetStatus{
info.PetStatus.Burned,
info.PetStatus.Frozen,
info.PetStatus.Poisoned,
info.PetStatus.Fear,
info.PetStatus.Tired,
info.PetStatus.Paralysis,
}
for i := 0; i < numStates; i++ {
selectedStatuses := possibleStatuses[grand.Intn(len(possibleStatuses))]
e.Ctx().Opp.AddEffect(e.Ctx().Our, e.Ctx().Our.InitEffect(input.EffectType.Status, int(selectedStatuses)))
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 549, &Effect549{})
}