fix(fight): 修复效果持续时间设置错误和命中计算参数类型问题

- 修正Effect461中Duration参数从-1改为1,解决持续时间异常问题
- 删除Effect486文件,移除废弃的效果实现
- 修正processSkillAttack中AttackTimeC参数类型,从int转为正确类型
- 在copySkill中添加Accuracy属性复制,解决技能命中丢失问题
- 修正CalculateRealValue函数stat参数类型从int改为int8
- 修正AttackTimeC和GetAccuracy函数level参数类型从int改为int8
- 优化Get
This commit is contained in:
昔念
2026-03-09 19:16:17 +08:00
parent 8cd8c32099
commit d16e079725
6 changed files with 29 additions and 13 deletions

View File

@@ -16,7 +16,7 @@ import (
// processSkillAttack 处理技能攻击逻辑
func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info.SkillEntity) {
skill.AttackTimeC(int(attacker.Prop[5])) //计算命中
skill.AttackTimeC(attacker.Prop[5]) //计算命中
defender.Exec(func(effect input.Effect) bool { //计算闪避,然后修改对方命中),同时相当于计算属性无效这种
effect.Ctx().SkillEntity = skill
@@ -112,8 +112,9 @@ func (f *FightC) copySkill(action *action.SelectSkillAction) *info.SkillEntity {
return nil
}
originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
originalSkill.(*info.SkillEntity).Rand = f.rand //拷贝后随机数丢失
originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
originalSkill.(*info.SkillEntity).Rand = f.rand //拷贝后随机数丢失
originalSkill.(*info.SkillEntity).Accuracy = action.SkillEntity.Accuracy //拷贝后命中丢失
return originalSkill.(*info.SkillEntity)
}