diff --git a/logic/controller/pet_info.go b/logic/controller/pet_info.go index 82406a8d..2775886d 100644 --- a/logic/controller/pet_info.go +++ b/logic/controller/pet_info.go @@ -231,12 +231,11 @@ func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, player *p ret.PetBargeList = append(ret.PetBargeList, pet.PetBargeListInfo{ PetId: v.PetId, + EnCntCnt: 1, IsCatched: v.CatchedCount, IsKilled: v.KilledCount, }) } - return &pet.PetBargeListOutboundInfo{ - PetBargeList: make([]pet.PetBargeListInfo, 0), - }, 0 + return ret, 0 } diff --git a/logic/service/fight/effect/effect_195.go b/logic/service/fight/effect/effect_195.go index be93a777..8eb639bc 100644 --- a/logic/service/fight/effect/effect_195.go +++ b/logic/service/fight/effect/effect_195.go @@ -20,13 +20,13 @@ func init() { } -// 命中之后 -func (e *Effect195) OnSkill() bool { +// // 命中之后 +// func (e *Effect195) OnSkill() bool { - e.Ctx().Opp.CancelTurn(e.Ctx().Our) - return true -} -func (e *Effect195) SkillHit() bool { +// e.Ctx().Opp.CancelTurn(e.Ctx().Our) +// return true +// } +func (e *Effect195) CalculatePre() bool { e.Ctx().Opp.Prop[1] = utils.Min(e.Ctx().Opp.Prop[1], 0) e.Ctx().Opp.Prop[3] = utils.Min(e.Ctx().Opp.Prop[3], 0) diff --git a/logic/service/fight/effect/effect_566.go b/logic/service/fight/effect/effect_566.go index 2b93c3c1..6073a93a 100644 --- a/logic/service/fight/effect/effect_566.go +++ b/logic/service/fight/effect/effect_566.go @@ -11,6 +11,7 @@ import ( */ type Effect566 struct { node.EffectNode + can bool } func init() { @@ -23,10 +24,10 @@ func init() { // 命中之后 func (e *Effect566) OnSkill() bool { - e.Ctx().Opp.CancelTurn(e.Ctx().Our) + //e.Ctx().Opp.CancelTurn(e.Ctx().Our) return true } -func (e *Effect566) SkillHit() bool { +func (e *Effect566) CalculatePre() bool { if e.Ctx().SkillEntity == nil { return true } diff --git a/logic/service/fight/fightc.go b/logic/service/fight/fightc.go index b81666a8..80a7e7cc 100644 --- a/logic/service/fight/fightc.go +++ b/logic/service/fight/fightc.go @@ -25,6 +25,12 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info return true }) + attacker.Exec(func(effect input.Effect) bool { + //计算变威力 + effect.Ctx().SkillEntity = skill + effect.SkillHit() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率 + return true + }) var originalProps [2][6]int8 var originalPetInfo [2]model.PetInfo originalProps[0], originalProps[1] = attacker.Prop, defender.Prop //先复制能力提升 @@ -33,7 +39,7 @@ func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info attacker.Exec(func(effect input.Effect) bool { //计算变威力 effect.Ctx().SkillEntity = skill - effect.SkillHit() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率 + effect.CalculatePre() //相当于先调整基础命中,不光调整命中,这里还能调整技能属性,暴击率 return true }) //技能命中+效果失效 这里就是修改效果命中为false diff --git a/logic/service/fight/input/interface.go b/logic/service/fight/input/interface.go index fe62ff98..ffe42689 100644 --- a/logic/service/fight/input/interface.go +++ b/logic/service/fight/input/interface.go @@ -18,8 +18,8 @@ type Effect interface { SkillHit() bool //这是是命中后的对技能的修改,比如变威力 SkillHit_ex() bool // 技能命中前触发//预处理受击技能 被攻击方效果,比如受击时无效技能这样 - //Calculate_Pre() bool //视为 无视效果,相当于这里对敌方的修改 - OnSkill() bool // 触发on miss onhit + CalculatePre() bool //视为 无视效果,相当于这里对敌方的修改 + OnSkill() bool // 触发on miss onhit //Skill_Can() bool //使用技能 可以取消用技能节点 技能无效节点锁定伤害加上 Damage_ADD(*info.DamageZone) bool // 攻击前触发 ,这时候就是+区间 diff --git a/logic/service/fight/node/skill.go b/logic/service/fight/node/skill.go index 115e1095..7b18060a 100644 --- a/logic/service/fight/node/skill.go +++ b/logic/service/fight/node/skill.go @@ -19,6 +19,10 @@ func (e *EffectNode) SkillHit() bool { func (e *EffectNode) SkillHit_ex() bool { return true } +func (e *EffectNode) CalculatePre() bool { + return true +} + func (e *EffectNode) OnSkill() bool { // if e.Effect != nil { // if e.Hit() { //没命中