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refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误 - 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性 - 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误 - 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值 - 为Effect499添加缺失的方法实现 - 移除effect_124_126.go中未
31 lines
568 B
Go
31 lines
568 B
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/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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/**
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* 给对手造成伤害时,伤害数值的 n%恢复自身体力
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*/
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type Effect101 struct {
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node.EffectNode
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 101, &Effect101{})
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}
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func (e *Effect101) Skill_Use() bool {
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e.Input.Heal(
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e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage.Mul(e.Args()[0].Div(alpacadecimal.NewFromInt(100))),
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)
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return true
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}
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