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bl/logic/service/fight/effect/effect_124_126.go

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2025-12-24 19:17:39 +08:00
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 效果124命中后{0}%概率随机对方一个属性{1}个等级
// -----------------------------------------------------------
type Effect124 struct {
node.EffectNode
}
func (e *Effect124) OnSkill() bool {
chance := int(e.Args()[0].IntPart())
changeAmount := int(e.Args()[1].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if !ok {
return true
}
// 随机选择一个属性0-5包含攻击、防御、特攻、特防、速度、命中
propIndex := int(e.Input.FightC.GetRand().Int31n(6))
opType := info.AbilityOpType.ADD
if changeAmount < 0 {
opType = info.AbilityOpType.SUB
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), opType)
return true
}
// -----------------------------------------------------------
// 效果126{0}回合内每回合自身攻击和速度提高{1}个等级
// -----------------------------------------------------------
type Effect126 struct {
node.EffectNode
}
func (e *Effect126) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect126) TurnStart(_, _ *action.SelectSkillAction) {
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changeAmount := int(e.Args()[1].IntPart())
// 攻击等级+1 (属性索引0)
e.Ctx().Our.SetProp(e.Ctx().Our, 0, int8(changeAmount), info.AbilityOpType.ADD)
// 速度等级+1 (属性索引4)
e.Ctx().Our.SetProp(e.Ctx().Our, 4, int8(changeAmount), info.AbilityOpType.ADD)
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 124, &Effect124{})
input.InitEffect(input.EffectType.Skill, 126, &Effect126{})
}