Files
bl/logic/service/fight/boss/NewSeIdx_36.go
昔念 5a9c37e852 feat(effect): 实现多个新技能效果逻辑
- 新增 NewSel12 效果:实现特定条件下增加属性的功能
- 新增 NewSel36 效果:实现按回合轮换属性顺序出招的去血逻辑
- 修改 NewSel37 效果:限制仅对红伤生效
- 修改 NewSel39 和 NewSel40 效果:方法名从 Damage_Floor 改为 Damage_DIV_ex
- 新增 NewSel44 效果:实现重生逻辑,恢复
2025-11-26 23:09:20 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/shopspring/decimal"
)
// 36. 按5回合轮换属性顺序出招的技能才能对去血a1-a8: btl_stat/elem_type
// TODO: 实现按5回合轮换属性顺序出招的技能才能对去血a1-a8: btl_stat/elem_type的核心逻辑
type NewSel36 struct {
NewSel0
index int
round int
}
func (e *NewSel36) Damage_DIV_ex(t *info.DamageZone) bool {
e.round++
e.Ctx().Our.AttackValue.State = uint32(e.Args()[e.index])
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().SkillEntity == nil {
return true
}
if t.Type != info.DamageType.Red {
return true
}
if e.Args()[e.index] == e.Ctx().SkillEntity.Type {
if e.round >= 5 {
e.round = 0
e.index++
if e.index >= len(e.Args()) {
e.index = 0
}
}
return true
}
t.Damage = decimal.NewFromInt(0)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 36, &NewSel36{})
}