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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
44 lines
883 B
Go
44 lines
883 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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// 511 - n%概率威力翻倍 体力低于1/m时概率增加k%
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type Effect511 struct {
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node.EffectNode
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}
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func (e *Effect511) 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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// 基础概率
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baseChance := e.Args()[0].IntPart()
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// 检查体力是否低于1/m
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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currentHp := e.Ctx().Our.CurrentPet.GetHP()
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threshold := maxHp.Div(e.Args()[1]) // 1/m
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chance := baseChance
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if currentHp.Cmp(threshold) < 0 {
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// 体力低于阈值,概率增加k%
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chance += int64(e.Args()[2].IntPart())
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}
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success, _, _ := e.Input.Player.Roll(int(chance), 100)
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if success {
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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, 511, &Effect511{})
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}
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