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fix(fight): 修复战斗效果类型初始化错误 - 将EffectType.NewSel更改为EffectType.Skill以修正技能效果类型 - 移除effect_415中的多余变量声明,直接使用参数值进行治疗计算 feat(admin): 添加用户金币增加功能 - 新增UserGoldAddReq结构体用于处理金币添加请求 - 实现GoldAdd方法支持管理员为指定用户增加金币 feat(pet):
40 lines
1.0 KiB
Go
40 lines
1.0 KiB
Go
package effect
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import (
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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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"github.com/alpacahq/alpacadecimal"
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)
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// 517 - n%概率使对手害怕,每损失m%体力,害怕几率提升k%
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type Effect517 struct {
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node.EffectNode
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}
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func (e *Effect517) OnSkill() bool {
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baseChance := e.Args()[0].IntPart()
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lostHpPercent := (e.Ctx().Opp.CurrentPet.GetMaxHP().Sub(e.Ctx().Opp.CurrentPet.GetHP())).Div(e.Ctx().Opp.CurrentPet.GetMaxHP()).Mul(alpacadecimal.NewFromInt(100)).IntPart()
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// 计算额外几率
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additionalStacks := lostHpPercent / e.Args()[1].IntPart()
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extraChance := additionalStacks * e.Args()[2].IntPart()
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totalChance := baseChance + extraChance
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success, _, _ := e.Input.Player.Roll(int(totalChance), 100)
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if success {
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fearEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Fear))
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if fearEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, fearEffect)
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}
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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.Skill, 452, &Effect517{})
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}
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