Files
bl/logic/service/fight/effect/effect_10-16_94_99_114.go

72 lines
1.6 KiB
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
type Effect10 struct {
node.EffectNode
Status info.EnumBattleStatus
}
func newp(t1 info.EnumBattleStatus) *Effect10 {
t := &Effect10{
Status: t1,
}
return t
}
func init() {
//n%令对方麻痹
input.InitEffect(input.EffectType.Skill, 10, newp(info.PetStatus.Paralysis))
// n%令对方中毒
input.InitEffect(input.EffectType.Skill, 11, newp(info.PetStatus.Poisoned))
//n%令对方烧伤
input.InitEffect(input.EffectType.Skill, 12, newp(info.PetStatus.Burned))
//n回合吸取对方最大体力的1/8(草系无效)
//n%令对方冻伤
input.InitEffect(input.EffectType.Skill, 14, newp(info.PetStatus.Frozen))
//n%令对方害怕
input.InitEffect(input.EffectType.Skill, 15, newp(info.PetStatus.Fear))
//n%令对手睡眠
input.InitEffect(input.EffectType.Skill, 16, newp(info.PetStatus.Sleep))
//n%令对方石化
input.InitEffect(input.EffectType.Skill, 94, newp(info.PetStatus.Petrified))
//n%几率令对手混乱
input.InitEffect(input.EffectType.Skill, 99, newp(info.PetStatus.Confused))
//n%几率令对方易燃
input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
}
func (e *Effect10) OnSkill(ctx input.Ctx) bool {
t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
if t {
t1 := e.Input.FightC.GetRand().Int31n(3)
eff := input.Geteffect(input.EffectType.Status, int(e.Status))
if eff.ID() != 0 {
eff.Duration(int(t1))
ctx.AddEffect(eff)
}
}
return true
}
func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
}