82 lines
1.8 KiB
Go
82 lines
1.8 KiB
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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)
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// Effect 10: 命中后{0}%令对方麻痹
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type Effect10 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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// 工厂函数
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func newEffectStatus(status info.EnumPetStatus) *Effect10 {
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return &Effect10{
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Status: status,
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}
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}
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func init() {
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// 批量注册状态类技能
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registerStatusEffects()
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}
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func registerStatusEffects() {
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statusList := []struct {
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id int
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status info.EnumPetStatus
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}{
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{id: 10, status: info.PetStatus.Paralysis},
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{id: 11, status: info.PetStatus.Poisoned},
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{id: 12, status: info.PetStatus.Burned},
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{id: 14, status: info.PetStatus.Frozen},
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{id: 15, status: info.PetStatus.Fear},
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{id: 16, status: info.PetStatus.Sleep},
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{id: 22, status: info.PetStatus.Tired},
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{id: 94, status: info.PetStatus.Petrified},
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{id: 99, status: info.PetStatus.Confused},
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{id: 103, status: info.PetStatus.Weakened},
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{id: 114, status: info.PetStatus.Flammable},
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}
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for _, item := range statusList {
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input.InitEffect(input.EffectType.Skill, item.id, newEffectStatus(item.status))
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}
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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 *Effect10) Skill_Use() bool {
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.SideEffectArgs[0]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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// 持续回合
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
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if eff == nil {
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return true
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}
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if len(e.EffectNode.SideEffectArgs) > 1 {
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// 持续回合
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eff.Duration(e.EffectNode.SideEffectArgs[1])
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}
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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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