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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):
27 lines
625 B
Go
27 lines
625 B
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 482 - m%几率先制+n
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type Effect482 struct {
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node.EffectNode
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}
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func (e *Effect482) ActionStartEx(fattack, sattack *action.SelectSkillAction) bool {
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// n%几率触发
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success && e.Ctx().SkillEntity != nil {
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// 先制+1(提升优先级)
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e.Ctx().SkillEntity.AttackTime += uint32(e.Args()[1].IntPart())
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 482, &Effect482{})
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}
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