fix(task): 修复任务奖励与宠物

This commit is contained in:
2025-11-08 18:37:11 +08:00
parent c916440033
commit b864576ca9
11 changed files with 89 additions and 39 deletions

View File

@@ -0,0 +1,56 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* n回合若自己先手则m%几率让对手害怕1到3回合
*/
func init() {
t := &Effect117{
EffectNode: node.EffectNode{},
}
// t.Duration(-1) //设置成无限回合,到回合数就停止
input.InitEffect(input.EffectType.Skill, 117, t)
}
type Effect117 struct {
node.EffectNode
}
// 默认添加回合
func (e *Effect117) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect117) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
if e.Input.FightC.IsFirst(e.Input.Player) {
// 概率判定
ok, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
if !ok {
return true
}
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Fear))
if eff == nil {
return true
}
duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 1~3 回合
duration++
eff.Duration(duration)
ctx.AddEffect(eff)
}
return true
}