diff --git a/logic/service/fight/effect/effect.prop.go b/logic/service/fight/effect/effect.prop.go index ff2a5b55..3ee259e1 100644 --- a/logic/service/fight/effect/effect.prop.go +++ b/logic/service/fight/effect/effect.prop.go @@ -17,7 +17,7 @@ func init() { }, } - for i := 1; i < 7; i++ { + for i := 0; i < 6; i++ { input.InitPropEffect(i, prop) } diff --git a/logic/service/fight/effect/effect_damage.go b/logic/service/fight/effect/effect_damage.go index 432cfa65..cc16681f 100644 --- a/logic/service/fight/effect/effect_damage.go +++ b/logic/service/fight/effect/effect_damage.go @@ -50,6 +50,6 @@ func (this *Effect0) IsCrit(opp *input.Input, skill *info.SkillEntity) { } func init() { - input.InitDamageEffect(1, &Effect0{}) + input.InitDamageEffect(0, &Effect0{}) } diff --git a/logic/service/fight/fightc.go b/logic/service/fight/fightc.go index 41b88c48..df2fec00 100644 --- a/logic/service/fight/fightc.go +++ b/logic/service/fight/fightc.go @@ -437,7 +437,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, a *SelectSk if attacker.AttackValue.AttackTime > 0 { //如果命中 f.parseskill(attacker, defender, a) //命中后解析effect spower := a.Skill.CalculatePower(defender.CurrentPet) - damage := attacker.GetDamageEffect(1) + damage := attacker.GetDamageEffect(0) damage.Stack(int(spower.IntPart())) attacker.Exec(func(t input.Effect) bool { //计算暴击率加成 @@ -514,7 +514,7 @@ func (f *FightC) enterturn(fattack, sattack BattleActionI) { skill.Skill.Info.PP-- //减少PP } fmt.Println(i, - "玩家技能伤害:", attacker.GetDamageEffect(1), + "玩家技能伤害:", attacker.GetDamageEffect(0), "自身剩余血量:", attacker.CurrentPet.Info.Hp, "对手剩余血量:", defender.CurrentPet.Info.Hp, ) @@ -548,9 +548,9 @@ func (f *FightC) enterturn(fattack, sattack BattleActionI) { } ret.FAttack.RemainHp = int32(f.First.CurrentPet.Info.Hp) - ret.FAttack.LostHp = uint32(f.First.GetDamageEffect(1).Stack()) //先手方造成血量 + ret.FAttack.LostHp = uint32(f.First.GetDamageEffect(0).Stack()) //先手方造成血量 ret.SAttack.RemainHp = int32(f.Second.CurrentPet.Info.Hp) - ret.SAttack.LostHp = uint32(f.Second.GetDamageEffect(1).Stack()) //后手方造成血量 + ret.SAttack.LostHp = uint32(f.Second.GetDamageEffect(0).Stack()) //后手方造成血量 for i := 0; i < 6; i++ { //堆叠属性提升 ret.FAttack.Prop[i] = int8(attacker.GetProp(i, true)) diff --git a/logic/service/fight/input/input.go b/logic/service/fight/input/input.go index 402c94fc..4f077955 100644 --- a/logic/service/fight/input/input.go +++ b/logic/service/fight/input/input.go @@ -27,7 +27,7 @@ type Input struct { func NewInput(c common.FightI, p common.PlayerI) *Input { ret := &Input{FightC: c, Player: p} - t:= ret.GetDamageEffect(1) + t := ret.GetDamageEffect(0) ret.AddEffect(deepcopy.Copy(t).(Effect)) //添加默认基类,实现继承 p.SetFightC(c) //给玩家设置战斗容器 return ret @@ -95,21 +95,6 @@ func (i *Input) GetStatusBonus() float64 { // ItemID int // 使用的道具ID // Statuses [20]byte // 异常状态数组,存在的状态对应位置为1 // OwnedCount int // 已拥有数量(-1=保底,0=锁定,≥1=衰减) -// } -// 胶囊配置(ItemID -> Bonus) -// var capsuleBonuses = map[int]float64{ -// 300001: 1.0, // 普通精灵胶囊 -// 300002: 1.5, // 中级精灵胶囊 -// 300003: 2.0, // 高级精灵胶囊 -// 300004: 3.0, // 超级精灵胶囊 -// 300005: 4.0, // 特级精灵胶囊 -// 300006: 256.0, // 无敌精灵胶囊 -// 300007: 256.0, // 超能胶囊 -// 300008: 2.0, // 赫星精灵胶囊 -// 300009: 256.0, // 时空精灵胶囊 -// 300010: 256.0, // 无敌精灵胶囊Ω -// } -// // -1是保底模式,0是锁定模式,》0是衰减模式 // Capture 执行捕捉 ,捕捉精灵,使用的道具,模式