Some checks failed
ci/woodpecker/push/my-first-workflow Pipeline failed
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
43 lines
854 B
Go
43 lines
854 B
Go
package effect
|
||
|
||
import (
|
||
"blazing/logic/service/fight/info"
|
||
"blazing/logic/service/fight/input"
|
||
|
||
"github.com/alpacahq/alpacadecimal"
|
||
)
|
||
|
||
// 64. 受到致命一击的概率降低n/16(a1: n)
|
||
// TODO: 实现受到致命一击的概率降低n/16(a1: n)的核心逻辑
|
||
type NewSel64 struct {
|
||
NewSel0
|
||
}
|
||
|
||
func (e *NewSel64) DamageLockEx(t *info.DamageZone) bool {
|
||
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
|
||
return true
|
||
}
|
||
// 技能为空时不处理
|
||
skill := e.Ctx().SkillEntity
|
||
if skill == nil {
|
||
return true
|
||
}
|
||
|
||
if t.Type == info.DamageType.Red {
|
||
return true
|
||
}
|
||
if skill.Crit == 0 {
|
||
return true
|
||
}
|
||
|
||
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 16)
|
||
if success {
|
||
t.Damage = alpacadecimal.Zero
|
||
}
|
||
|
||
return true
|
||
}
|
||
func init() {
|
||
input.InitEffect(input.EffectType.NewSel, 64, &NewSel64{})
|
||
}
|