Files
bl/logic/service/fight/boss/NewSeIdx_35.go
昔念 9315fcfa17
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```
refactor(fight): 移除能力操作类型枚举并简化属性设置方法

移除了 info.EnumAbilityOpType 枚举类型及其相关常量定义,
重构了 SetProp 方法调用,不再传递操作类型参数,
通过检查等级正负值来判断是增加还是减少属性,
减少了代码复杂度并统一了属性变更的处理逻辑。
```
2026-03-08 23:24:18 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 35. 受到任何攻击时有 n% 几率使 自身 battle_lv 提升1个等级;a1: battle_lv类型, a2: n 百分比)
// TODO: 实现受到任何攻击时有 n% 几率使 自身 battle_lv 提升1个等级;a1: battle_lv类型, a2: n 百分比)的核心逻辑
type NewSel35 struct {
NewSel0
}
func (e *NewSel35) DamageDivEx(t *info.DamageZone) bool {
// fmt.Println(e.ID().GetCatchTime(), e.Ctx().Our.CurrentPet.Info.CatchTime)
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
// 2. 技能为空或非物理攻击,不触发
skill := e.Ctx().SkillEntity
if skill == nil {
return true
}
// 3. 概率判定Args()[1]为触发概率)
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if !success {
return true
}
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[0].IntPart()), 1)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 35, &NewSel35{})
}