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bl/logic/service/fight/effect/511.go
xinian 9c6f3988de
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refactor: 重构 CurrentPet 为 CurPet
2026-04-04 04:34:43 +08:00

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package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 511: {0}%概率威力翻倍 体力低于1/{1}时概率增加{2}%
type Effect511 struct {
node.EffectNode
}
func (e *Effect511) SkillHit() bool {
if e.Ctx().SkillEntity == nil {
return true
}
// 基础概率
baseChance := e.Args()[0].IntPart()
// 检查体力是否低于1/m
maxHp := e.Ctx().Our.CurPet[0].GetMaxHP()
currentHp := e.Ctx().Our.CurPet[0].GetHP()
threshold := maxHp.Div(e.Args()[1]) // 1/m
chance := baseChance
if currentHp.Cmp(threshold) < 0 {
// 体力低于阈值概率增加k%
chance += int64(e.Args()[2].IntPart())
}
success, _, _ := e.Input.Player.Roll(int(chance), 100)
if success {
// 威力翻倍
e.Ctx().SkillEntity.XML.Power *= 2
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 511, &Effect511{})
}