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fix(fight): 修复技能实体属性访问问题 - 修改所有技能实体的ID、Power、CritRate、MustHit、Priority等属性访问方式 从直接访问改为通过XML字段访问,确保数据一致性 - 更新多个boss技能效果处理逻辑中的属性引用路径 - 移除已废弃的effect/486文件 - 在New
46 lines
974 B
Go
46 lines
974 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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// n回合内,elemtype系技能威力为m倍
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type Effect65 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect65) SkillHit() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if info.EnumCategory(e.Ctx().SkillEntity.XML.Type) != info.EnumCategory(e.Args()[1].IntPart()) {
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return true
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}
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//技能威力=【165-65*【当前体力百分比】】,任意体力百分比对应的威力浮动范围∈[-10,+10]
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e.Ctx().SkillEntity.XML.Power *= int(e.Args()[2].IntPart())
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return true
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}
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// ---- 注册所有效果 ----
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func init() {
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input.InitEffect(input.EffectType.Skill, 65, &Effect65{})
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}
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func (e *Effect65) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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