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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
49 lines
1.0 KiB
Go
49 lines
1.0 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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)
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// 79. 受到超过n的伤害时,下一招威力翻倍(a1: n)
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type NewSel79 struct {
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NewSel0
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triggered bool
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}
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func (e *NewSel79) DamageDivEx(t *info.DamageZone) 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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// 检查受到的伤害是否超过阈值
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) > 0 {
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// 标记本回合已触发,下次攻击威力翻倍
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e.triggered = true
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}
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return true
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}
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func (e *NewSel79) ActionStart(a, b *action.SelectSkillAction) 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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if e.Ctx().SkillEntity == nil {
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return true
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}
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// 如果上一回合被触发过,本回合攻击威力翻倍
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if e.triggered {
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e.Ctx().SkillEntity.XML.Power = e.Ctx().SkillEntity.XML.Power * 2
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e.triggered = false
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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, 79, &NewSel79{})
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}
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