From 6920fb99ef5f0b4e1ad3da672ab880e0d4bdee65 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=98=94=E5=BF=B5?= <1@72wo.cn> Date: Fri, 14 Nov 2025 07:22:16 +0800 Subject: [PATCH] =?UTF-8?q?fix(fightc):=20=E4=BF=AE=E5=A4=8D=E6=8A=80?= =?UTF-8?q?=E8=83=BD=E6=94=BB=E5=87=BB=E4=B8=AD=E6=95=88=E6=9E=9C=E5=91=BD?= =?UTF-8?q?=E4=B8=AD=E7=9A=84=E5=88=A4=E6=96=AD=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将技能攻击中效果命中的判断逻辑从 a.AttackTime != 0 修改为 attacker.AttackValue.AttackTime != 0,以确保效果命中判断的准确性。 --- logic/service/fight/fightc.go | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/logic/service/fight/fightc.go b/logic/service/fight/fightc.go index b5f057dc..bb8f642d 100644 --- a/logic/service/fight/fightc.go +++ b/logic/service/fight/fightc.go @@ -72,7 +72,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *info.Ski // attacker.AddEffects(attacker.EffectCache...) //命中再添加效果 for _, e := range attacker.EffectCache { //这里实现应该参考本地技能是否命中,然后 - e.Hit(a.AttackTime != 0) //我方效果命中 + e.Hit(attacker.AttackValue.AttackTime != 0) //我方效果命中 } // 扣减防御方血量