Files
bl/logic/service/fight/effect/461.go
昔念 ce279cd992
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根据提供的code differences信息,我无法看到具体的代码变更内容。由于code differences部分为空白,我将提供一个通用的示例格式:
```
docs(readme): 更新文档说明

- 添加了项目使用说明
- 补充了配置项解释
- 修正了错误的示例代码
```

注意:由于没有具体的代码差异信息,无法生成准确的commit
2026-03-09 22:36:30 +08:00

51 lines
1.1 KiB
Go

package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 461 - 使用后若自身体力低于1/m则从下回合开始必定致命一击
type Effect461 struct {
node.EffectNode
can bool
}
func (e *Effect461) Skill_Use() bool {
maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
currentHp := e.Ctx().Our.CurrentPet.GetHP()
threshold := maxHp.Div(e.Args()[0]) // 1/m
if currentHp.Cmp(threshold) < 0 {
e.can = true
}
return true
}
func (e *Effect461) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(1) // 持续n回合
}
func (e *Effect461) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 461, &Effect461{})
}