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fix(fight): 修复技能效果ID配置错误 - 修复NewSeIdx_66.go中空指针检查,避免程序崩溃 - 修正effect/407.go中技能ID从138改为407 - 修正effect/440.go中技能ID从138改为440,并修复类型引用错误 - 修正effect/523.go中属性设置对象错误,从Ctx().Opp改为Ctx().Our - 修正effect_517.go中技能ID从452改为517 ```
50 lines
1.2 KiB
Go
50 lines
1.2 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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)
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// 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)
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// 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
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type NewSel67 struct {
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NewSel0
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}
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func (e *NewSel67) Skill_Use() bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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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.SPECIAL {
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return true
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}
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// n% 触发概率(默认 SideEffectArgs[0])
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chance := e.EffectNode.SideEffectArgs[0]
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success, _, _ := e.Input.Player.Roll(chance, 100)
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if !success {
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return true
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}
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var duration int
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// 持续回合
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duration = int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
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duration++
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
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if eff == nil {
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return true
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}
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e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 67, &NewSel67{})
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}
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