Files
bl/logic/service/fight/boss/NewSeIdx_66.go
昔念 91690658b5 feat(boss-effect): 统一处理参数类型转换,提升数值比较与运算准确性
对多个 boss 技能效果文件中的参数调用进行了统一调整,将原先直接使用 `e.Args()[index]` 的地方,
改为通过 `e.Args()[index].IntPart()` 或 `e.Args()[index]` 进行类型转换后再参与逻辑判断或数值计算。
同时修正了部分 HP 比较方式,由整型比较转为 decimal
2025-12-06 15:11:42 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 66. 自身的物理攻击有n%几率使对方处于异常状态a1: n, a2: 异常状态类型)
// TODO: 实现自身的物理攻击有n%几率使对方处于异常状态a1: n, a2: 异常状态类型)的核心逻辑
type NewSel66 struct {
NewSel0
}
func (e *NewSel66) OnSkill() bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().SkillEntity.Category() != info.Category.PHYSICAL {
return true
}
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
var duration int
// 持续回合
duration = int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
duration++
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
if eff == nil {
return true
}
eff.Duration(duration)
eff.SetArgs(e.Ctx().Our) //输入参数是对方
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 66, &NewSel66{})
}