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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
56 lines
1.2 KiB
Go
56 lines
1.2 KiB
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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"github.com/alpacahq/alpacadecimal"
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)
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// 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)
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// 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
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type NewSel36 struct {
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NewSel0
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index int
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round int
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}
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func (e *NewSel36) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
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e.round++
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if e.round >= 5 {
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e.round = 0
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e.index++
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if e.index >= len(e.Args()) {
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e.index = 0
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}
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}
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}
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func (e *NewSel36) DamageDivEx(t *info.DamageZone) bool {
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e.Ctx().Our.AttackValue.State = uint32(e.Args()[e.index].IntPart())
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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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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if e.Ctx().SkillEntity == nil {
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return true
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}
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if t.Type != info.DamageType.Red {
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return true
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}
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if int(e.Args()[e.index].IntPart()) != e.Ctx().SkillEntity.XML.Type {
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t.Damage = alpacadecimal.Zero
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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, 36, &NewSel36{})
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}
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