Files
bl/logic/service/fight/boss/NewSeIdx_67.go
昔念 99ef152434
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```
refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误

- 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性
- 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误
- 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值
- 为Effect499添加缺失的方法实现
- 移除effect_124_126.go中未
2026-03-09 17:42:52 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 67. 自身的特殊攻击有n%几率使对方处于异常状态a1: n, a2: 异常状态类型)
// TODO: 实现自身的特殊攻击有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 NewSel67 struct {
NewSel0
}
func (e *NewSel67) Skill_Use() bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().SkillEntity.Category() != info.Category.SPECIAL {
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 := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
if eff == nil {
return true
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 67, &NewSel67{})
}