Files
bl/logic/service/fight/effect/effect_1605.go
昔念 0f524aab85 ```
fix(fight): 修复战斗命中判断逻辑并移除冗余命中检查

- 修复 NewSel32 中的命中判断,将 Side 字段改为 Hit 字段
- 移除 EffectAttackMiss 中的冗余命中判断逻辑
- 移除 EffectDefeatTrigger 中的重复命中检查
- 移除 EffectPhysicalAttackAddStatus 中的冗余命中判断
- 移除多个效果文件中的重复命中检查逻辑
- 修正 Effect136 中的命中处理逻辑,确保在技能命中时正确触发
- 移除其他多个效果中的重复命中检查代码
```
2026-01-04 21:41:10 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 通用状态效果(例如 麻痹 / 中毒 / 疲惫 / 混乱 等)
// -----------------------------------------------------------
type Effect1605 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
}
func init() {
input.InitEffect(input.EffectType.Skill, 1605, &Effect1605{})
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect1605) OnSkill() bool {
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.SideEffectArgs[1]))
if eff == nil {
return true
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}