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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
30 lines
629 B
Go
30 lines
629 B
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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)
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// 520 - 有n%的几率使自己害怕
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type Effect520 struct {
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node.EffectNode
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}
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func (e *Effect520) Skill_Use() bool {
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chance := e.Args()[0].IntPart()
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success, _, _ := e.Input.Player.Roll(int(chance), 100)
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if success {
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fearEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Fear))
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if fearEffect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, fearEffect)
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}
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 520, &Effect520{})
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}
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