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移除 `NotAlive` 字段,改用 `Alive()` 方法通过 HP 判断存活状态,修正相关效果触发逻辑。
44 lines
961 B
Go
44 lines
961 B
Go
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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"github.com/gogf/gf/v2/util/grand"
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)
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// "id": 559,
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// "argsNum": 1,
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// "info": "{0}回合内若对手使用攻击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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// },
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type Effect559 struct {
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node.EffectNode
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}
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func (e *Effect559) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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status := []info.EnumPetStatus{
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info.PetStatus.Burned,
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info.PetStatus.Frozen,
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info.PetStatus.Poisoned,
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info.PetStatus.Paralysis,
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info.PetStatus.Fear,
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info.PetStatus.Sleep,
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}
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fearEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(status[grand.Intn(len(status))]))
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if fearEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, fearEffect)
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 559, &Effect559{})
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}
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