Files
bl/logic/service/fight/effect/effect_478.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

49 lines
772 B
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* n回合内令对手使用的属性技能无效
*/
type Effect478 struct {
node.EffectNode
can bool
}
func init() {
ret := &Effect478{}
input.InitEffect(input.EffectType.Skill, 478, ret)
}
// 命中之后
func (e *Effect478) Skill_Use() bool {
e.can = true
return true
}
func (e *Effect478) SkillHit_ex() bool {
if !e.can {
return true
}
if e.Ctx().SkillEntity.Category() != info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetNoSide()
return true
}
func (e *Effect478) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}