feat(fight): 更新概率判定函数注释并新增状态与属性操作类型 更新 PlayerCaptureContext.Roll 函数注释,明确返回值含义。 新增 PetStatus 枚举值 NULL,表示无效状态。 新增 AbilityOpType.COPY 操作类型,支持复制对手属性值。 ```
47 lines
905 B
Go
47 lines
905 B
Go
package effect
|
||
|
||
import (
|
||
"blazing/logic/service/fight/action"
|
||
"blazing/logic/service/fight/info"
|
||
"blazing/logic/service/fight/input"
|
||
"blazing/logic/service/fight/node"
|
||
)
|
||
|
||
/**
|
||
* n回合内,对手的状态变化会同时作用在自己身上
|
||
*/
|
||
|
||
func init() {
|
||
t := &Effect91{
|
||
EffectNode: node.EffectNode{},
|
||
}
|
||
// t.Duration(-1) //设置成无限回合,到回合数就停止
|
||
input.InitEffect(input.EffectType.Skill, 91, t)
|
||
|
||
}
|
||
|
||
type Effect91 struct {
|
||
node.EffectNode
|
||
can bool
|
||
}
|
||
|
||
// 默认添加回合
|
||
func (e *Effect91) SetArgs(t *input.Input, a ...int) {
|
||
|
||
e.EffectNode.SetArgs(t, a...)
|
||
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
|
||
|
||
}
|
||
func (e *Effect91) Turn_Start(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
|
||
if !e.Hit() {
|
||
return
|
||
}
|
||
|
||
for i, v := range e.Ctx().Opp.Prop {
|
||
|
||
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v, info.AbilityOpType.COPY)
|
||
|
||
}
|
||
|
||
}
|