Files
bl/logic/service/fight/effect/559.go
xinian 937ddd0a97
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fix: 修复宠物存活状态判定逻辑
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。
2026-03-17 13:34:50 +08:00

44 lines
961 B
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": 559,
// "argsNum": 1,
// "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"
// },
type Effect559 struct {
node.EffectNode
}
func (e *Effect559) Skill_Use_ex() bool {
if e.Ctx().SkillEntity == nil {
return true
}
status := []info.EnumPetStatus{
info.PetStatus.Burned,
info.PetStatus.Frozen,
info.PetStatus.Poisoned,
info.PetStatus.Paralysis,
info.PetStatus.Fear,
info.PetStatus.Sleep,
}
fearEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(status[grand.Intn(len(status))]))
if fearEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, fearEffect)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 559, &Effect559{})
}