Files
bl/logic/service/fight/effect/effect_21.go
昔念 0f524aab85 ```
fix(fight): 修复战斗命中判断逻辑并移除冗余命中检查

- 修复 NewSel32 中的命中判断,将 Side 字段改为 Hit 字段
- 移除 EffectAttackMiss 中的冗余命中判断逻辑
- 移除 EffectDefeatTrigger 中的重复命中检查
- 移除 EffectPhysicalAttackAddStatus 中的冗余命中判断
- 移除多个效果文件中的重复命中检查逻辑
- 修正 Effect136 中的命中处理逻辑,确保在技能命中时正确触发
- 移除其他多个效果中的重复命中检查代码
```
2026-01-04 21:41:10 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"sync"
"github.com/alpacahq/alpacadecimal"
)
/**
* m~n回合每回合反弹对手1/k的伤害
*/
func init() {
input.InitEffect(input.EffectType.Skill, 21, &Effect21{})
}
type Effect21 struct {
node.EffectNode
l sync.Once
}
// 使用技能时不可被继承继承Miss和Hit就行
func (e *Effect21) OnSkill() bool {
e.l.Do(func() { //保证技能使用后初始化一次就行
statIndex := e.SideEffectArgs[0]
endindex := e.SideEffectArgs[1]
//回合产生
n := int(e.Input.FightC.GetRand().Int31n(int32(endindex-statIndex+1))) + statIndex
e.Duration(n) //产生回合收益
//e.Input.AddEffect(input.Geteffect(input.EffectType.Status, int(info.PetStatus.Tired)))
})
return true
}
// 被攻击时候反弹
func (e *Effect21) Skill_Use_ex() bool {
//不是技能
if e.Ctx().SkillEntity == nil {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Opp.SumDamage.IntPart())).Div(alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0]))),
})
return true
}