feat(xmlres): 添加任务数据加载与初始化逻辑 在 xmlres 包中新增 TaskMap 用于存储任务数据,并在 initfile 函数中 加载 task.xml 文件内容。同时调整 login 控制器中的任务重置逻辑,根据 任务类型每日重置任务状态。修复 pet 控制器释放宠物时的数据更新问题。 战斗系统中增加 Effect 的 OnMiss 回调处理,并修正状态效果映射关系。 修复 PVP 邀
73 lines
1.7 KiB
Go
73 lines
1.7 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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)
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type Effect10 struct {
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node.EffectNode
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Status info.EnumBattleStatus
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}
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func newp(t1 info.EnumBattleStatus) *Effect10 {
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t := &Effect10{
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Status: t1,
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}
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t.Effect = t
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return t
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}
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func init() {
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//n%令对方麻痹
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input.InitEffect(input.EffectType.Skill, 10, newp(info.PetStatus.Paralysis))
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// n%令对方中毒
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input.InitEffect(input.EffectType.Skill, 11, newp(info.PetStatus.Poisoned))
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//n%令对方烧伤
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input.InitEffect(input.EffectType.Skill, 12, newp(info.PetStatus.Burned))
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//n回合吸取对方最大体力的1/8(草系无效)
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//n%令对方冻伤
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input.InitEffect(input.EffectType.Skill, 14, newp(info.PetStatus.Frozen))
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//n%令对方害怕
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input.InitEffect(input.EffectType.Skill, 15, newp(info.PetStatus.Fear))
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//n%令对手睡眠
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input.InitEffect(input.EffectType.Skill, 16, newp(info.PetStatus.Sleep))
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//n%令对方石化
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input.InitEffect(input.EffectType.Skill, 94, newp(info.PetStatus.Petrified))
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//n%几率令对手混乱
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input.InitEffect(input.EffectType.Skill, 99, newp(info.PetStatus.Confused))
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//n%几率令对方易燃
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input.InitEffect(input.EffectType.Skill, 114, newp(info.PetStatus.Flammable))
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}
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func (e *Effect10) OnHit(opp *input.Input, skill *info.SkillEntity) {
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if e.Hit() {
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t, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[0], 100)
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if t {
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t1 := e.Input.FightC.GetRand().Int31n(3)
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eff := input.Geteffect(input.EffectType.Status, int(e.Status))
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if eff.ID != 0 {
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eff.Effect.Duration(int(t1 + 1))
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e.Input.AddEffect(eff)
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}
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}
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}
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}
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func (e *Effect10) OnMiss(opp *input.Input, skill *info.SkillEntity) {
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}
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