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refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误 - 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性 - 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误 - 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值 - 为Effect499添加缺失的方法实现 - 移除effect_124_126.go中未
28 lines
679 B
Go
28 lines
679 B
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"github.com/alpacahq/alpacadecimal"
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)
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// 323. 每损失N*100血就出手增加M点固伤
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type NewSel323 struct {
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NewSel0
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}
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func (e *NewSel323) Skill_Use() 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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r := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP()).Div(alpacadecimal.NewFromInt(100))
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dug := r.Mul(e.Args()[1])
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed,
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Damage: dug})
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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, 323, &NewSel323{})
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}
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