All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
移除 `NotAlive` 字段,改用 `Alive()` 方法通过 HP 判断存活状态,修正相关效果触发逻辑。
33 lines
812 B
Go
33 lines
812 B
Go
package effect
|
||
|
||
import (
|
||
"blazing/logic/service/fight/input"
|
||
"blazing/logic/service/fight/node"
|
||
)
|
||
|
||
// 199 - 下次被击败后,下一个出场的精灵xx等级+k
|
||
type Effect199 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect199) SetArgs(t *input.Input, a ...int) {
|
||
e.EffectNode.SetArgs(t, a...)
|
||
e.EffectNode.Duration(-1) // 持续n回合
|
||
}
|
||
func (e *Effect199) SwitchOut(in *input.Input) bool {
|
||
if e.Input == in {
|
||
if !e.Ctx().Our.CurrentPet.Alive() { // 被击败
|
||
// 设置下一个出场精灵的增益效果
|
||
effectType := int8(e.Args()[0].IntPart()) // xx类型
|
||
effectValue := int8(e.Args()[1].IntPart()) // 等级+k
|
||
e.Ctx().Our.SetProp(e.Ctx().Our, effectType, effectValue)
|
||
}
|
||
e.Alive(false)
|
||
}
|
||
|
||
return true
|
||
}
|
||
func init() {
|
||
input.InitEffect(input.EffectType.Skill, 199, &Effect199{})
|
||
}
|