Files
bl/logic/service/fight/boss/NewSeIdx_34.go
昔念 142ef11a99 ```
refactor(fight): 统一战斗系统函数命名规范

统一了boss技能和效果系统中的函数命名规范,将下划线命名方式
改为驼峰命名方式,提高代码一致性和可读性。

函数名变更包括:
- Prop_Befer -> PropBefer
- Damage_DIV_ex -> DamageDivEx
- Compare_Pre -> ComparePre
- Skill_Hit_ex -> SkillHit_ex
- Damage_SUB_ex -> DamageSubEx
- Skill_Hit -> SkillHit
- DamageLock_ex -> DamageLock_ex

同时更新了相关注释中的函数名引用,
2026-01-04 22:10:34 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 34. 受到特殊攻击时有 n% 几率使 对方 battle_lv 降低1个等级;a1: battle_lv类型, a2: n 百分比)
// TODO: 实现受到特殊攻击时有 n% 几率使 对方 battle_lv 降低1个等级;a1: battle_lv类型, a2: n 百分比)的核心逻辑
type NewSel34 struct {
NewSel0
}
func (e *NewSel34) DamageDivEx(t *info.DamageZone) bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
// 2. 技能为空或非物理攻击,不触发
skill := e.Ctx().SkillEntity
if skill == nil {
return true
}
if skill.Category() != info.Category.SPECIAL {
return true
}
// 3. 概率判定Args()[1]为触发概率)
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if !success {
return true
}
e.Ctx().Opp.SetProp(e.Ctx().Opp, int8(e.Args()[0].IntPart()), -1, info.AbilityOpType.SUB)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 34, &NewSel34{})
}