Files
bl/logic/service/fight/effect/469.go
xinian 875ad668aa
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feat: 实现战斗效果逻辑和接口重构
2026-03-28 21:57:22 +08:00

51 lines
1.2 KiB
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// Effect 469: {0}回合内若对手使用属性技能则{1}%概率令对手{2}
type Effect469 struct {
RoundEffectArg0Base
}
func (e *Effect469) Skill_Use_ex() bool {
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
chance := e.Args()[1].IntPart() // n%
success, _, _ := e.Input.Player.Roll(int(chance), 100)
if success {
effectType := int(e.Args()[2].IntPart()) // XX类型
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType)
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
}
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 469, &Effect469{})
input.InitEffect(input.EffectType.Skill, 526, &Effect526{})
}
// Effect 526: {0}回合内若对手成功使用属性技能则受到{1}点固定伤害
type Effect526 struct {
RoundEffectArg0Base
}
func (e *Effect526) Skill_Use_ex() bool {
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
}
return true
}