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feat(fight): 实现技能PP消耗Hook机制并优化效果处理 - 在Effect475中添加子效果时通过Ctx().Our.AddEffect正确添加效果 - 删除已废弃的Effect407、Effect440和Effect412效果类型 - 在fightc.go中实现技能使用后的PP消耗Hook机制,支持效果修改PP消耗数量 - 添加HookPP接口方法用于处理技能使用的PP消耗逻辑 - 在SkillInfo中添加Use方法用于实际消耗PP值 ```
52 lines
1.1 KiB
Go
52 lines
1.1 KiB
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/info"
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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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// 475 - 若造成的伤害不足m,则下n回合的攻击必定致命一击
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type Effect475 struct {
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node.EffectNode
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damageThreshold int
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critDuration int
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}
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func (e *Effect475) Skill_Use() bool {
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damageThreshold := int(e.Args()[0].IntPart())
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damageDone := e.Ctx().Our.SumDamage
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if damageDone.IntPart() < int64(damageThreshold) {
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critDuration := int(e.Args()[1].IntPart())
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e.Ctx().Our.AddEffect(e.Ctx().Our, e.GenSub(&Effect475_sub{}, critDuration))
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}
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return true
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}
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type Effect475_sub struct {
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node.EffectNode
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}
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func (e *Effect475_sub) ActionStart(a, b *action.SelectSkillAction) bool {
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate = 16
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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, 475, &Effect475{})
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}
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