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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
63 lines
1.7 KiB
Go
63 lines
1.7 KiB
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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// -----------------------------------------------------------
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// 效果124:命中后,{0}%概率随机对方一个属性{1}个等级
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// -----------------------------------------------------------
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type Effect124 struct {
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node.EffectNode
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}
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func (e *Effect124) OnSkill() bool {
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chance := int(e.Args()[0].IntPart())
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changeAmount := int(e.Args()[1].IntPart())
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ok, _, _ := e.Input.Player.Roll(chance, 100)
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if !ok {
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return true
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}
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// 随机选择一个属性(0-5,包含攻击、防御、特攻、特防、速度、命中)
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propIndex := int(e.Input.FightC.GetRand().Int31n(6))
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount))
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return true
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}
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// -----------------------------------------------------------
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// 效果126:{0}回合内每回合自身攻击和速度提高{1}个等级
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// -----------------------------------------------------------
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type Effect126 struct {
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node.EffectNode
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}
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func (e *Effect126) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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func (e *Effect126) Skill_Use() bool {
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changeAmount := int(e.Args()[1].IntPart())
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// 攻击等级+1 (属性索引0)
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e.Ctx().Our.SetProp(e.Ctx().Our, 0, int8(changeAmount))
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// 速度等级+1 (属性索引4)
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e.Ctx().Our.SetProp(e.Ctx().Our, 4, int8(changeAmount))
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return true
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}
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// -----------------------------------------------------------
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// 初始化
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// -----------------------------------------------------------
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func init() {
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input.InitEffect(input.EffectType.Skill, 124, &Effect124{})
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input.InitEffect(input.EffectType.Skill, 126, &Effect126{})
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}
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