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
48 lines
944 B
Go
48 lines
944 B
Go
package effect
|
||
|
||
import (
|
||
"blazing/logic/service/fight/action"
|
||
"blazing/logic/service/fight/input"
|
||
"blazing/logic/service/fight/node"
|
||
)
|
||
|
||
// 499 - 后出手时下回合所有技能先制+m
|
||
type Effect499 struct {
|
||
node.EffectNode
|
||
can bool
|
||
}
|
||
|
||
func (e *Effect499) ActionStartEx(fattack, sattack *action.SelectSkillAction) bool {
|
||
|
||
if !e.can {
|
||
return true
|
||
}
|
||
// n%几率触发
|
||
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
|
||
if success && e.Ctx().SkillEntity != nil {
|
||
// 先制+1(提升优先级)
|
||
e.Ctx().SkillEntity.AttackTime += uint32(e.Args()[1].IntPart())
|
||
}
|
||
e.can = true
|
||
e.Alive(false)
|
||
return true
|
||
}
|
||
func (e *Effect499) Skill_Use() bool {
|
||
if e.IsFirst() {
|
||
return true
|
||
}
|
||
e.can = true
|
||
|
||
return true
|
||
}
|
||
func (e *Effect104) Effect499(t *input.Input, a ...int) {
|
||
|
||
e.EffectNode.SetArgs(t, a...)
|
||
e.EffectNode.Duration(1)
|
||
|
||
}
|
||
func init() {
|
||
input.InitEffect(input.EffectType.Skill, 499, &Effect499{})
|
||
|
||
}
|