59 lines
1.3 KiB
Go
59 lines
1.3 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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type Effect10 struct {
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node.EffectNode
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Status info.EnumBattleStatus
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}
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func init() {
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//n%令对方麻痹
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input.InitEffect(input.EffectType.Skill, 10, &Effect10{
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Status: info.BattleStatus.Paralysis,
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})
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// n%令对方中毒
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input.InitEffect(input.EffectType.Skill, 11, &Effect10{
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Status: info.BattleStatus.Poisoned,
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})
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//n%令对方烧伤
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input.InitEffect(input.EffectType.Skill, 12, &Effect10{
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Status: info.BattleStatus.Burned,
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})
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//n回合吸取对方最大体力的1/8(草系无效)
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//n%令对方冻伤
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input.InitEffect(input.EffectType.Skill, 12, &Effect10{
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Status: info.BattleStatus.Frozen,
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})
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//n%令对方害怕
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input.InitEffect(input.EffectType.Skill, 12, &Effect10{
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Status: info.BattleStatus.Fear,
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})
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//n%令对手睡眠
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input.InitEffect(input.EffectType.Skill, 12, &Effect10{
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Status: info.BattleStatus.Sleep,
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})
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}
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func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
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if e.Hit() {
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t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
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if t {
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t1 := e.Input.FightC.GetRand().Int31n(3)
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eff := input.Geteffect(input.EffectType.Status, int(e.Status))
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eff.Effect.Duration(int(t1 + 1))
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e.Input.AddEffect(eff)
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}
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}
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}
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