Files
bl/logic/service/fight/boss/NewSeIdx_36.go
昔念 994cbb44b8
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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
2026-03-09 18:49:51 +08:00

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 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
// 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
type NewSel36 struct {
NewSel0
index int
round int
}
func (e *NewSel36) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
e.round++
if e.round >= 5 {
e.round = 0
e.index++
if e.index >= len(e.Args()) {
e.index = 0
}
}
}
func (e *NewSel36) DamageDivEx(t *info.DamageZone) bool {
e.Ctx().Our.AttackValue.State = uint32(e.Args()[e.index].IntPart())
//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 e.Ctx().SkillEntity == nil {
return true
}
if t.Type != info.DamageType.Red {
return true
}
if int(e.Args()[e.index].IntPart()) != e.Ctx().SkillEntity.XML.Type {
t.Damage = alpacadecimal.Zero
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 36, &NewSel36{})
}