Files
bl/logic/service/fight/effect/effect_68.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"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// 1回合内受到致死攻击时则余下1点体力
// ---- Effect68 ----
type Effect68 struct {
node.EffectNode
StatusID int
}
func (e *Effect68) DamageLock_ex(t *info.DamageZone) bool {
if !e.Hit() {
return true
}
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
//fmt.Println("Effect68_o", t.Damage)
//伤害溢出
if t.Type == info.DamageType.Red && t.Damage.Cmp(e.Ctx().Our.CurrentPet.GetHP()) == 1 {
//e.Ctx().Our.CurrentPet.Info.Hp = 1
t.Damage = e.Ctx().Our.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))
}
//fmt.Println("Effect68_n", t.Damage)
return true
}
// ---- 注册所有效果 ----
func init() {
input.InitEffect(input.EffectType.Skill, 68, &Effect68{})
}