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bl/logic/service/fight/boss/NewSeIdx_6.go
xinian 9c6f3988de
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refactor: 重构 CurrentPet 为 CurPet
2026-04-04 04:34:43 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 6. 受到`物理攻击'(128)伤害时以n%的概率使对方进入`异常状态'(仅一个异常状态)a1: 异常状态类型, a2: 百分比)
// TODO: 实现受到`物理攻击'(128)伤害时以n%的概率使对方进入`异常状态'(仅一个异常状态)a1: 异常状态类型, a2: 百分比)的核心逻辑
type NewSel6 struct {
NewSel0
}
func (e *NewSel6) Action_end_ex() bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurPet[0].Info.CatchTime {
return true
}
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() != info.Category.PHYSICAL {
return true
}
// 3. 概率判定Args()[1]为触发概率)
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if !success {
return true
}
// 5. 获取状态效果实例并设置参数
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[0].IntPart()))
if statusEffect == nil {
return true
}
// 6. 给对手添加状态
//然后这里是被动添加,所以对方不能消除
e.Ctx().Opp.AddEffect(e.Ctx().Opp, statusEffect)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 6, &NewSel6{})
}