fix(fight): 修正空变更导致的潜在逻辑问题

This commit is contained in:
1
2025-11-30 10:21:57 +00:00
parent 1938346e89
commit e4fd9c2e38
8 changed files with 57 additions and 23 deletions

View File

@@ -58,7 +58,8 @@ func (e *EffectAttackMiss) Skill_Hit_ex() bool {
// 若攻击类型匹配目标类型则强制miss设置AttackTime=0
if skill.Category() == e.targetCategory {
skill.AttackTime = 0 // 强制命中失效
skill.SetMiss()
}
return true

View File

@@ -40,7 +40,8 @@ func (e *Effect478) Skill_Hit_ex() bool {
if e.Ctx().SkillEntity.Category() != info.Category.STATUS {
return true
}
e.Ctx().Opp.EffectCache = make([]input.Effect, 0)
e.Ctx().SkillEntity.SetNoSide()
return true
}
func (e *Effect478) SetArgs(t *input.Input, a ...int) {

View File

@@ -13,7 +13,7 @@ func init() {
t := &Effect52{
EffectNode: node.EffectNode{},
}
input.InitEffect(input.EffectType.Skill, 52, t)
}
@@ -40,9 +40,7 @@ func (e *Effect52) Skill_Hit_ex() bool {
if !e.Input.FightC.IsFirst(e.Ctx().Our.Player) {
return true
}
if e.Ctx().SkillEntity.AttackTime == 1 {
e.Ctx().SkillEntity.AttackTime = 0
}
e.Ctx().SkillEntity.SetMiss()
return true
}