Files
bl/logic/service/fight/effect/effect_68.go
昔念 b964b14f1d ```
refactor(fight): 统一DamageLock方法命名规范并修改方法签名

- 将DamageLock_ex方法重命名为DamageLockEx,统一命名规范
- 修改NewSeIdx_53、NewSeIdx_54、NewSeIdx_71的TurnEnd方法为TurnStart
- 为TurnStart方法添加fattack和sattack参数
- 修复NewSeIdx_5中的条件判断逻辑,将!ok改为ok
- 修正NewSeIdx_5中的Ctx().SkillEntity.Type为Ctx().Type
- 移除EffectNode.Alive方法中的调试打印语句
- 添加必要的action包导入
```
2026-01-06 01:34:26 +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) DamageLockEx(t *info.DamageZone) bool {
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{})
}