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feat(fight): 新增疲惫状态并优化睡眠状态机制 - 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用 - 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后 - 修复寄生种子效果触发时机,改为回合开始时触发 - 调整寄生效果的目标为技能施放者而非
42 lines
997 B
Go
42 lines
997 B
Go
package effect
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import (
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element "blazing/common/data/Element"
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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/gconv"
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)
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// Effect 13: {0}回合吸取对方最大体力的1/8(对草系无效)
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type Effect13 struct {
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node.EffectNode
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Status info.EnumPetStatus // 要施加的状态类型
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 13, &Effect13{})
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}
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// -----------------------------------------------------------
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// 技能触发时调用
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// -----------------------------------------------------------
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func (e *Effect13) OnSkill() bool {
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if gconv.Int(e.Ctx().Opp.CurPet[0].PetInfo.Type) == int(element.ElementTypeGrass) {
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return true
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}
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP))
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if eff == nil {
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return true
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}
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eff.Duration(e.EffectNode.SideEffectArgs[0])
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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