Files
bl/logic/service/fight/boss/NewSeIdx_32.go
昔念 0f524aab85 ```
fix(fight): 修复战斗命中判断逻辑并移除冗余命中检查

- 修复 NewSel32 中的命中判断,将 Side 字段改为 Hit 字段
- 移除 EffectAttackMiss 中的冗余命中判断逻辑
- 移除 EffectDefeatTrigger 中的重复命中检查
- 移除 EffectPhysicalAttackAddStatus 中的冗余命中判断
- 移除多个效果文件中的重复命中检查逻辑
- 修正 Effect136 中的命中处理逻辑,确保在技能命中时正确触发
- 移除其他多个效果中的重复命中检查代码
```
2026-01-04 21:41:10 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 32. 进攻类技能有n%几率秒杀对方;a1: n 千分比)
// TODO: 实现进攻类技能有n%几率秒杀对方;a1: n 千分比)的核心逻辑
type NewSel32 struct {
NewSel0
}
func (e *NewSel32) OnSkill() bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
if !e.Ctx().SkillEntity.Hit {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].Div(alpacadecimal.NewFromInt(10)).IntPart()), 100)
if !success {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Opp.CurrentPet.GetHP(),
})
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 32, &NewSel32{})
}