Files
bl/logic/service/fight/effect/effect_182.go
昔念 99ef152434
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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
2026-03-09 17:42:52 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* 182
*/
func init() {
input.InitEffect(input.EffectType.Skill, 182, &Effect182{})
}
type Effect182 struct {
node.EffectNode
}
func (e *Effect182) Skill_Use() bool {
if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
// 3. 概率判定Args()[1]为触发概率)
success, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100)
if !success {
return true
}
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), int8(e.Args()[3].IntPart()))
}
return true
}