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fix(fight): 修复技能实体属性访问问题 - 修改所有技能实体的ID、Power、CritRate、MustHit、Priority等属性访问方式 从直接访问改为通过XML字段访问,确保数据一致性 - 更新多个boss技能效果处理逻辑中的属性引用路径 - 移除已废弃的effect/486文件 - 在New
39 lines
674 B
Go
39 lines
674 B
Go
package effect
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import (
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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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// 468 - 回合开始时,若自身处于能力下降状态,则威力翻倍,同时解除能力下降状态
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type Effect468 struct {
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node.EffectNode
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}
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func (e *Effect468) SkillHit() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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ispwoer := false
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for i, v := range e.Ctx().Our.Prop[:] {
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if v < 0 {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0)
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ispwoer = true
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return true
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}
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}
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if ispwoer {
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// 威力翻倍
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e.Ctx().SkillEntity.XML.Power *= 2
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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, 468, &Effect468{})
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}
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