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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
56 lines
1.1 KiB
Go
56 lines
1.1 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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"blazing/logic/service/fight/node"
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)
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// 160 - n回合内,若对手MISS则下回合自身必定致命一击
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type Effect160 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect160) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.can {
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return true
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}
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate = 16
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e.can = false
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e.Alive(false)
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return true
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}
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func (e *Effect160) SkillHit_ex() bool {
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//fmt.Println(e.Ctx().SkillEntity)
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.AttackTime != 0 {
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return true
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}
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e.can = true
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e.Duration(1)
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return true
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}
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func (e *Effect160) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(a[0]) // 持续n回合
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 160, &Effect160{})
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}
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