```
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
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@@ -16,7 +16,7 @@ import (
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// processSkillAttack 处理技能攻击逻辑
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func (f *FightC) processSkillAttack(attacker, defender *input.Input, skill *info.SkillEntity) {
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skill.AttackTimeC(int(attacker.Prop[5])) //计算命中
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skill.AttackTimeC(attacker.Prop[5]) //计算命中
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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
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effect.Ctx().SkillEntity = skill
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@@ -112,8 +112,9 @@ func (f *FightC) copySkill(action *action.SelectSkillAction) *info.SkillEntity {
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return nil
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}
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originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
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originalSkill.(*info.SkillEntity).Rand = f.rand //拷贝后随机数丢失
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originalSkill, _ := deepcopy.Anything(action.SkillEntity) //备份技能
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originalSkill.(*info.SkillEntity).Rand = f.rand //拷贝后随机数丢失
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originalSkill.(*info.SkillEntity).Accuracy = action.SkillEntity.Accuracy //拷贝后命中丢失
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return originalSkill.(*info.SkillEntity)
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}
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