```
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feat(fight): 实现技能PP消耗Hook机制并优化效果处理

- 在Effect475中添加子效果时通过Ctx().Our.AddEffect正确添加效果
- 删除已废弃的Effect407、Effect440和Effect412效果类型
- 在fightc.go中实现技能使用后的PP消耗Hook机制,支持效果修改PP消耗数量
- 添加HookPP接口方法用于处理技能使用的PP消耗逻辑
- 在SkillInfo中添加Use方法用于实际消耗PP值
```
This commit is contained in:
昔念
2026-03-09 23:44:09 +08:00
parent 0961dc43e3
commit 1fa1ae848d
9 changed files with 121 additions and 54 deletions

View File

@@ -0,0 +1,42 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 407 - 下回合起每回合XX等级+n持续m回合
type Effect407 struct {
node.EffectNode
}
func (e *Effect407) Skill_Use() bool {
// 创建一个延迟生效的效果,在下一回合开始生效
effectType := int8(e.Args()[0].IntPart()) // XX类型
effectValue := int8(e.Args()[1].IntPart()) // 等级+n
duration := int(e.Args()[2].IntPart()) // 持续m回合
e.GenSub(&Effect407_sub{
effectType: effectType,
effectValue: effectValue,
}, duration)
return true
}
type Effect407_sub struct {
node.EffectNode
effectType int8
effectValue int8
}
func (e *Effect407_sub) ActionStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
e.Ctx().Our.SetProp(e.Ctx().Our, e.effectType, e.effectValue)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 138, &Effect407{})
}