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feat(fight): 添加闪亮怪物判断条件并修复物品添加参数格式 - 在战斗逻辑中增加对闪亮怪物的判断,只有闪亮怪物击败后才能获得玄铁 - 修复物品添加时uint32类型转换的参数格式问题 - 添加effect_42技能效果的参数设置方法 - 引入随机数库用于效果持续
51 lines
1.1 KiB
Go
51 lines
1.1 KiB
Go
package effect
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import (
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element "blazing/common/data/Element"
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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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"github.com/alpacahq/alpacadecimal"
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"github.com/gogf/gf/v2/util/grand"
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)
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// n回合提示m翻倍
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// ---- Effect42 ----
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type Effect42 struct {
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node.EffectNode
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StatusID int
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}
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func (e *Effect42) Damage_Mul(t *info.DamageZone) 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.Type != int(element.ElementTypeElectric) {
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return true
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}
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//fmt.Println("Effect42_o", t.Damage)
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if t.Type == info.DamageType.Red {
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t.Damage = t.Damage.Mul(alpacadecimal.NewFromInt(2))
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}
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//fmt.Println("Effect42_n", t.Damage)
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return true
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}
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func (e *Effect42) SetArgs(t *input.Input, a ...int) {
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//e.CanStack(-1)//后续的不会顶掉这个效果
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e.EffectNode.SetArgs(t, a...)
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e.Duration(grand.N(int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))) //次数类,无限回合
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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, 42, &Effect42{})
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}
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