Files
bl/logic/service/fight/effect/effect_69.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/action"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* 下n回合对手使用体力药剂时效果变成减少相应的体力
*/
type Effect69 struct {
node.EffectNode
}
type Effect69_sub struct {
node.EffectNode
}
func init() {
t := &Effect69{
EffectNode: node.EffectNode{},
}
//t.Owner(true)
//t.Duration(5)
input.InitEffect(input.EffectType.Skill, 69, t)
}
func (e *Effect69) OnSkill() bool {
t := &Effect69_sub{
EffectNode: node.EffectNode{},
}
tt := e.ID()
tt.SetEffectType(input.EffectType.Sub)
t.ID(tt)
t.SetArgs(e.Input, e.SideEffectArgs...)
t.Duration(e.SideEffectArgs[0])
e.Ctx().Opp.AddEffect(e.Ctx().Our, t)
return true
}
func (e *Effect69_sub) Heal_Pre(f action.BattleActionI, t *int) bool {
if _, ok := f.(*action.UseItemAction); ok {
*t = -*t // 把t指向的值取反直接作用于外部变量
}
return true
}