Files
bl/logic/service/fight/boss/NewSeIdx_50.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/input"
"github.com/samber/lo"
)
// 50. 免疫某类特效a1-an: 被免疫的特效ID
// TODO: 实现免疫某类特效a1-an: 被免疫的特效ID的核心逻辑
type NewSel50 struct {
NewSel0
}
func (e *NewSel50) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
//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 in != e.Ctx().Opp {
return true
}
_, ok := lo.Find(e.Args(), func(item int) bool {
return effEffect.ID().Suffix() == uint16(item)
})
if ok {
return false
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 50, &NewSel50{})
}