fix(fight): 修复效果持续时间设置错误和命中计算参数类型问题 - 修正Effect461中Duration参数从-1改为1,解决持续时间异常问题 - 删除Effect486文件,移除废弃的效果实现 - 修正processSkillAttack中AttackTimeC参数类型,从int转为正确类型 - 在copySkill中添加Accuracy属性复制,解决技能命中丢失问题 - 修正CalculateRealValue函数stat参数类型从int改为int8 - 修正AttackTimeC和GetAccuracy函数level参数类型从int改为int8 - 优化Get
51 lines
1.1 KiB
Go
51 lines
1.1 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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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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// 461 - 使用后若自身体力低于1/m则从下回合开始必定致命一击
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type Effect461 struct {
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node.EffectNode
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can bool
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}
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func (e *Effect461) Skill_Use() bool {
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maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
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currentHp := e.Ctx().Our.CurrentPet.GetHP()
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threshold := maxHp.Div(e.Args()[1]) // 1/m
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if currentHp.Cmp(threshold) < 0 {
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e.can = true
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}
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return true
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}
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func (e *Effect461) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(1) // 持续n回合
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}
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func (e *Effect461) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.can {
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return true
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}
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//fmt.Println(e.Ctx().SkillEntity)
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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.STATUS {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate = 16
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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, 461, &Effect461{})
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}
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