refactor(fight/effect): 重构技能命中处理逻辑,统一使用OnHit/OnMiss接口并新增Effect85偷取强化效果
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@@ -39,10 +39,10 @@ type EffectStat struct {
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// addrA := unsafe.Pointer(baseAddr + 4) //根据攻击算其他字段
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// *(*uint32)(addrA) = 100
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// }
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func (e *EffectStat) AfterSkill(opp *input.Input, skill *info.SkillEntity) {
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func (e *EffectStat) OnHit(opp *input.Input, skill *info.SkillEntity) {
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t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
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if !t {
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if !t { //没触发
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return
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}
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ptype := info.AbilityOpType.AbilityOpIncrease
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@@ -50,10 +50,10 @@ func (e *EffectStat) AfterSkill(opp *input.Input, skill *info.SkillEntity) {
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ptype = info.AbilityOpType.AbilityOpDecrease
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}
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if !e.Etype { //自身
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e.Input.SetProp(e.Input, e.EffectNode.SideEffectArgs[0], e.EffectNode.SideEffectArgs[2], ptype)
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e.Input.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
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} else { //对方
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opp.SetProp(e.Input, e.EffectNode.SideEffectArgs[0], e.EffectNode.SideEffectArgs[2], ptype)
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opp.SetProp(e.Input, int8(e.EffectNode.SideEffectArgs[0]), int8(e.EffectNode.SideEffectArgs[2]), ptype)
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}
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}
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