Some checks failed
ci/woodpecker/push/my-first-workflow Pipeline failed
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
49 lines
772 B
Go
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])
|
|
|
|
}
|