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bl/logic/service/fight/effect/effect_1605.go

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect1605 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
func init() {
input.InitEffect(input.EffectType.Skill, 1605, &Effect1605{})
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect1605) OnSkill() bool {
if !e.Hit() {
return true
}
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
duration++
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.SideEffectArgs[1]))
if eff == nil {
return true
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}