Files
bl/logic/service/fight/effect/effect_90.go
昔念 004ce51c5e feat(fight): 调整效果叠加逻辑与精灵属性处理
- 将 `MaxStack` 方法重命名为 `CanStack`,并修改其逻辑为布尔值控制是否可叠加
- 更新多个效果文件中的注释和调用方式以适配新的叠加控制方法
- 修复精灵属性类型获取逻辑,增加缓存字段 `PType`
- 修改战斗回合处理流程,优化技能解析顺序和状态比较时机
- 调整状态效果初始化逻辑,确保状态类效果默认允许无限叠加
- 更正伤害类型缺失问题,在固定伤害
2025-11-14 06:14:49 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/shopspring/decimal"
)
/**
* n回合内自身造成的伤害为m倍
*/
func init() {
input.InitEffect(input.EffectType.Skill, 90, &Effect90{})
input.InitEffect(input.EffectType.Skill, 53, &Effect90{})
}
type Effect90 struct {
node.EffectNode
}
func (e *Effect90) Damage_Mul(t *info.DamageZone) bool {
if !e.Hit() {
return true
}
if t.Type == info.DamageType.Red {
e.Ctx().Our.DamageZone.Damage = e.Ctx().Our.DamageZone.Damage.Mul(decimal.NewFromInt(int64(e.SideEffectArgs[1])))
}
return true
}
func (e *Effect90) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}