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fix(fight): 修复技能实体属性访问问题 - 修改所有技能实体的ID、Power、CritRate、MustHit、Priority等属性访问方式 从直接访问改为通过XML字段访问,确保数据一致性 - 更新多个boss技能效果处理逻辑中的属性引用路径 - 移除已废弃的effect/486文件 - 在New
36 lines
900 B
Go
36 lines
900 B
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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)
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// 17. 自身体力降到N以下时,每次攻击必定致命一击;(a1: high 32 )
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// TODO: 实现自身体力降到N以下时,每次攻击必定致命一击;(a1: high 32, a2: low 32)的核心逻辑
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type NewSel17 struct {
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NewSel0
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}
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func (e *NewSel17) ActionStart(a, b *action.SelectSkillAction) bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Args()[0]) == -1 {
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e.Ctx().SkillEntity.XML.CritRate = 16
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 17, &NewSel17{})
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}
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