All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
fix(fight): 修复战斗效果类型初始化错误 - 将EffectType.NewSel更改为EffectType.Skill以修正技能效果类型 - 移除effect_415中的多余变量声明,直接使用参数值进行治疗计算 feat(admin): 添加用户金币增加功能 - 新增UserGoldAddReq结构体用于处理金币添加请求 - 实现GoldAdd方法支持管理员为指定用户增加金币 feat(pet):
40 lines
1.1 KiB
Go
40 lines
1.1 KiB
Go
package effect
|
||
|
||
import (
|
||
"blazing/logic/service/fight/info"
|
||
"blazing/logic/service/fight/input"
|
||
"blazing/logic/service/fight/node"
|
||
)
|
||
|
||
// 174 - n回合内,若对手使用属性攻击则m%自身XX等级k
|
||
type Effect174 struct {
|
||
node.EffectNode
|
||
}
|
||
|
||
func (e *Effect174) Skill_Use_ex() bool {
|
||
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||
chance := e.Args()[0].IntPart()
|
||
success, _, _ := e.Input.Player.Roll(int(chance), 100)
|
||
if success {
|
||
// 提升自身能力等级
|
||
effectType := e.Args()[1].IntPart() // 状态类型
|
||
effectValue := e.Args()[2].IntPart() // 等级提升数量
|
||
|
||
boostEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(effectType))
|
||
if boostEffect != nil {
|
||
boostEffect.SetArgs(e.Ctx().Our, int(effectValue))
|
||
e.Ctx().Our.AddEffect(e.Ctx().Our, boostEffect)
|
||
}
|
||
}
|
||
}
|
||
return true
|
||
}
|
||
|
||
func (e *Effect174) SetArgs(t *input.Input, a ...int) {
|
||
e.EffectNode.SetArgs(t, a...)
|
||
e.EffectNode.Duration(a[0]) // 持续n回合
|
||
}
|
||
func init() {
|
||
input.InitEffect(input.EffectType.Skill, 174, &Effect174{})
|
||
}
|