ecs/servers/game/data_old/skill_buff.go
2025-06-04 18:17:39 +08:00

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package data
type SkillBuff struct {
Id int `json:"id"` //索引(id)
Target int `json:"target"` //效果施放目标
TargetCount int `json:"targetCount"` //效果目标数量
BuffType int `json:"buff_type"` //效果类型
Args []int `json:"args"` //buff参数
Quality int `json:"quality"` //品质颜色
Buffs []int `json:"buffs"` //buff触发效果
TriggerNumber int `json:"triggerNumber"` //触发总次数
Interval float64 `json:"interval"` //触发间隔ms
Duration float64 `json:"duration"` //效果持续时长ms
MinSkillPercent int `json:"min_skill_percent"` //技能伤害/反弹伤害/护盾最小万分比
MaxSkillPercent int `json:"max_skill_percent"` //技能伤害/反弹伤害/护盾最大万分比
FixedValue int `json:"fixed_value"` //技能伤害/恢复/护盾固定值/能量值
HitRate int `json:"hit_rate"` //技能命中率万分比
ModelId int `json:"model_id"` //模型ID用于配置特效等
PriorityType int `json:"priority_type"` //优先施放目标类型
PriorityArg int `json:"priority_arg"` //优先施放参数
BuffGroup int `json:"buff_group"` //所属buff组
SkillTrigger int `json:"skill_trigger"` //技能触发概率(万分比)
CertainCrit bool `json:"certainCrit"` //是否必定暴击
CriticalStrikePercent int `json:"critical_strike_percent"` //暴伤额外增加万分比
}
func (data *SkillBuff) id() int {
return data.Id
}
type SkillBuffTable struct {
table[int, *SkillBuff]
}