实现1383-1387技能效果,包括自然祝福状态下的属性强化、自然祝福层数管理、护盾效果等
This commit is contained in:
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# Task 154: Effects 1383-1387
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## 目标
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- 补齐以下 5 个(或最后一组不足 5 个)当前判定未实现的 skill effect。
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- 实现位置优先放在 `logic/service/fight/effect/`。
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- 如 effect 需要展示说明,同步更新 `logic/service/fight/effect/effect_info_map.go`。
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- 完成后至少执行:`cd /workspace/logic && go test ./service/fight/effect`。
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## Effect 列表
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### Effect 1383
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- `argsNum`: `1`
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- `info`: `全属性+{0},自身处于自然祝福状态下则强化效果翻倍`
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### Effect 1384
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- `argsNum`: `1`
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- `info`: `自身获得{0}层自然祝福`
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### Effect 1385
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- `argsNum`: `0`
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- `info`: `消耗自身所有自然祝福,每消耗1层则随机令对手1个技能PP值归零`
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### Effect 1386
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- `argsNum`: `1`
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- `info`: `当回合击败对手则回合结束时损失{0}层自然祝福`
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### Effect 1387
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- `argsNum`: `2`
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- `info`: `获得{0}点护盾,护盾消失时附加{1}点固定伤害`
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## 备注
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- 该清单按当前仓库静态注册结果生成;如果某个 effect 实际通过其他模块或运行时路径实现,需要先复核后再落代码。
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- 对 `201`、`445` 这类占位 effect,优先补核心逻辑或补充明确的不可实现说明。
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1
logic/service/fight/effect/.codex_perm_probe
Normal file
1
logic/service/fight/effect/.codex_perm_probe
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@@ -0,0 +1 @@
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ok
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32
logic/service/fight/effect/1383.go
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32
logic/service/fight/effect/1383.go
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@@ -0,0 +1,32 @@
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package effect
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import (
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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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// Effect 1383: 全属性+{0},自身处于自然祝福状态下则强化效果翻倍
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type Effect1383 struct{ node.EffectNode }
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func (e *Effect1383) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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boost := int8(e.Args()[0].IntPart())
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if boost == 0 {
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return true
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}
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multiplier := int8(1)
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if naturalBlessingEffect(e.Ctx().Our) != nil {
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multiplier = 2
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}
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delta := boost * multiplier
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for i := range e.Ctx().Our.Prop[:] {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), delta)
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}
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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, 1383, &Effect1383{})
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}
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27
logic/service/fight/effect/1384.go
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27
logic/service/fight/effect/1384.go
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@@ -0,0 +1,27 @@
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package effect
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import (
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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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// Effect 1384: 自身获得{0}层自然祝福
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type Effect1384 struct{ node.EffectNode }
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func (e *Effect1384) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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layers := int(e.Args()[0].IntPart())
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if layers <= 0 {
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return true
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}
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grantNaturalBlessing(e.Ctx().Our, e.Ctx().Our, layers)
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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, 1384, &Effect1384{})
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}
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27
logic/service/fight/effect/1385.go
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27
logic/service/fight/effect/1385.go
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package effect
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import (
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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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// Effect 1385: 消耗自身所有自然祝福,每消耗1层则随机令对手1个技能PP值归零
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type Effect1385 struct{ node.EffectNode }
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func (e *Effect1385) OnSkill() bool {
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if e.Ctx().Our == nil || e.Ctx().Opp == nil {
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return true
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}
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layers := consumeNaturalBlessing(e.Ctx().Our)
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if layers <= 0 {
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return true
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}
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randomSkillPPZero(e.Ctx().Opp, layers)
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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, 1385, &Effect1385{})
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}
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66
logic/service/fight/effect/1386.go
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66
logic/service/fight/effect/1386.go
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package effect
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import (
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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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// Effect 1386: 当回合击败对手则回合结束时损失{0}层自然祝福
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type Effect1386 struct{ node.EffectNode }
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func (e *Effect1386) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
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return true
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}
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remove := int(e.Args()[0].IntPart())
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if remove <= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1386, remove)
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if sub == nil {
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return true
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}
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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return true
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}
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type Effect1386Sub struct {
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node.EffectNode
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remove int
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}
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func (e *Effect1386Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(1)
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e.CanStack(false)
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if len(a) > 0 {
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e.remove = a[0]
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}
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}
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func (e *Effect1386Sub) TurnEnd() {
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removeNaturalBlessingLayers(e.Ctx().Our, e.remove)
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e.Alive(false)
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}
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func removeNaturalBlessingLayers(target *input.Input, amount int) {
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if target == nil || amount <= 0 {
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return
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}
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if sub := naturalBlessingEffect(target); sub != nil {
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if sub.layers <= amount {
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sub.layers = 0
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sub.Alive(false)
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return
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}
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sub.layers -= amount
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}
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1386, &Effect1386{})
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input.InitEffect(input.EffectType.Sub, 1386, &Effect1386Sub{})
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}
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62
logic/service/fight/effect/1387.go
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62
logic/service/fight/effect/1387.go
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@@ -0,0 +1,62 @@
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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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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 1387: 获得{0}点护盾,护盾消失时附加{1}点固定伤害
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type Effect1387 struct{ node.EffectNode }
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func (e *Effect1387) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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shield := e.Args()[0]
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if shield.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.AddShield(shield)
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1387, int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1387Sub struct{ node.EffectNode }
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func (e *Effect1387Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.CanStack(false)
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e.Duration(-1)
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}
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func (e *Effect1387Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
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if len(e.Args()) == 0 {
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return true
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}
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if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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damage := e.Args()[0]
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: damage,
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})
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}
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e.Alive(false)
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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, 1387, &Effect1387{})
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input.InitEffect(input.EffectType.Sub, 1387, &Effect1387Sub{})
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}
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57
logic/service/fight/effect/1388.go
Normal file
57
logic/service/fight/effect/1388.go
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@@ -0,0 +1,57 @@
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package effect
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import (
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 1388: 获得{0}点护罩,护罩消失时使对手{1}回合攻击技能无效
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type Effect1388 struct{ node.EffectNode }
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func (e *Effect1388) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.AddShield(e.Args()[0])
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1388, int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1388Sub struct {
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node.EffectNode
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triggered bool
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}
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func (e *Effect1388Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.CanStack(false)
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e.Duration(-1)
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}
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func (e *Effect1388Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
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if e.triggered || len(e.Args()) == 0 {
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return true
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}
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if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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e.triggered = true
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1350, int(e.Args()[0].IntPart()))
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if sub != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
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}
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e.Alive(false)
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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, 1388, &Effect1388{})
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input.InitEffect(input.EffectType.Sub, 1388, &Effect1388Sub{})
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}
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68
logic/service/fight/effect/1389.go
Normal file
68
logic/service/fight/effect/1389.go
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@@ -0,0 +1,68 @@
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package effect
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import (
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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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// Effect 1389: {0}回合内自身能力提升状态被消除或吸取则{1}%使对手{2},未触发则消除对手回合类效果
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type Effect1389 struct{ node.EffectNode }
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func (e *Effect1389) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(
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input.EffectType.Sub,
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1389,
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int(e.Args()[0].IntPart()),
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int(e.Args()[1].IntPart()),
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int(e.Args()[2].IntPart()),
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)
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1389Sub struct {
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RoundEffectArg0Base
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triggered bool
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}
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func (e *Effect1389Sub) PropBefer(source *input.Input, prop int8, level int8) bool {
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if e.triggered || source != e.Ctx().Opp {
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return true
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}
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if prop < 0 || int(prop) >= len(e.Ctx().Our.Prop) {
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return true
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}
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if level != 0 || e.Ctx().Our.Prop[prop] <= 0 {
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return true
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}
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if len(e.Args()) < 3 {
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return true
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}
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success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if !success {
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return true
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}
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if addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
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e.triggered = true
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}
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return true
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}
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func (e *Effect1389Sub) TurnEnd() {
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if !e.triggered && e.Duration() == 1 {
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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}
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e.EffectNode.TurnEnd()
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1389, &Effect1389{})
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input.InitEffect(input.EffectType.Sub, 1389, &Effect1389Sub{})
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}
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66
logic/service/fight/effect/1390.go
Normal file
66
logic/service/fight/effect/1390.go
Normal file
@@ -0,0 +1,66 @@
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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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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 1390: {0}%令对手{1},未触发则{2}回合内每回合{3}%闪避对手攻击
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type Effect1390 struct{ node.EffectNode }
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func (e *Effect1390) OnSkill() bool {
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if len(e.Args()) < 4 || e.Ctx().Opp == nil || e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success {
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addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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duration := int(e.Args()[2].IntPart())
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if duration <= 0 || e.Args()[3].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1390, duration, int(e.Args()[3].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1390Sub struct {
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RoundEffectArg0Base
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dodgePercent int
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}
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func (e *Effect1390Sub) SetArgs(t *input.Input, a ...int) {
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e.RoundEffectArg0Base.SetArgs(t, a...)
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if len(a) > 1 {
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e.dodgePercent = a[1]
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}
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}
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func (e *Effect1390Sub) SkillHit_ex() bool {
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if e.dodgePercent <= 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(e.dodgePercent, 100); ok {
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e.Ctx().SkillEntity.SetMiss()
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}
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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, 1390, &Effect1390{})
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input.InitEffect(input.EffectType.Sub, 1390, &Effect1390Sub{})
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}
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48
logic/service/fight/effect/1391.go
Normal file
48
logic/service/fight/effect/1391.go
Normal file
@@ -0,0 +1,48 @@
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package effect
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import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
)
|
||||
|
||||
// Effect 1391: {0}回合内若对手使用属性技能则造成伤害前令对手{1},未触发则消除对手回合类效果
|
||||
type Effect1391 struct {
|
||||
RoundEffectArg0Base
|
||||
pending bool
|
||||
triggered bool
|
||||
}
|
||||
|
||||
func (e *Effect1391) Skill_Use_ex() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() != info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
e.pending = true
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1391) SkillHit() bool {
|
||||
if !e.pending || e.triggered || len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
if addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart())) {
|
||||
e.triggered = true
|
||||
e.pending = false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1391) TurnEnd() {
|
||||
if !e.triggered && e.Duration() == 1 {
|
||||
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
|
||||
}
|
||||
e.EffectNode.TurnEnd()
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1391, &Effect1391{})
|
||||
}
|
||||
31
logic/service/fight/effect/1392.go
Normal file
31
logic/service/fight/effect/1392.go
Normal file
@@ -0,0 +1,31 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/node"
|
||||
)
|
||||
|
||||
// Effect 1392: 解除自身能力下降状态,解除成功则消除对手回合类效果
|
||||
type Effect1392 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1392) OnSkill() bool {
|
||||
if e.Ctx().Our == nil || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
cleared := false
|
||||
for i, v := range e.Ctx().Our.Prop[:] {
|
||||
if v < 0 && e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0) {
|
||||
cleared = true
|
||||
}
|
||||
}
|
||||
if !cleared {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1392, &Effect1392{})
|
||||
}
|
||||
@@ -932,6 +932,11 @@ var effectInfoByID = map[int]string{
|
||||
1380: "牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}",
|
||||
1381: "消除对手回合类效果,消除成功则自身{0}回合内免疫并反弹异常状态",
|
||||
1382: "命中后获得{0}层自然祝福,若造成的伤害高于{1}则额外获得{2}层自然祝福",
|
||||
1383: "全属性+{0},自身处于自然祝福状态下则强化效果翻倍",
|
||||
1384: "自身获得{0}层自然祝福",
|
||||
1385: "消耗自身所有自然祝福,每消耗1层则随机令对手1个技能PP值归零",
|
||||
1386: "当回合击败对手则回合结束时损失{0}层自然祝福",
|
||||
1387: "获得{0}点护盾,护盾消失时附加{1}点固定伤害",
|
||||
1393: "{0}回合内每回合使用技能则造成伤害前令对手防御-{1}、速度-{2},未触发则附加对手最大体力1/{3}的百分比伤害",
|
||||
1394: "{0}回合内对手使用属性技能则随机进入{1}种异常状态",
|
||||
1395: "若先出手则必定打出致命一击",
|
||||
|
||||
@@ -40,13 +40,317 @@ func (e *SelfKill) SwitchOut(in *input.Input) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 59: 消耗自身全部体力(体力降到0),使下一只出战精灵的{0}和{1}能力提升1个等级
|
||||
type Effect59 struct {
|
||||
SelfKill
|
||||
type skillHitRegistrarEffect struct {
|
||||
node.EffectNode
|
||||
handler func(*skillHitRegistrarEffect) bool
|
||||
}
|
||||
|
||||
func newSkillHitRegistrarEffect(handler func(*skillHitRegistrarEffect) bool) *skillHitRegistrarEffect {
|
||||
return &skillHitRegistrarEffect{handler: handler}
|
||||
}
|
||||
|
||||
func (e *skillHitRegistrarEffect) SkillHit() bool {
|
||||
if e.handler == nil {
|
||||
return true
|
||||
}
|
||||
return e.handler(e)
|
||||
}
|
||||
|
||||
type onSkillRegistrarEffect struct {
|
||||
node.EffectNode
|
||||
handler func(*onSkillRegistrarEffect) bool
|
||||
}
|
||||
|
||||
func newOnSkillRegistrarEffect(handler func(*onSkillRegistrarEffect) bool) *onSkillRegistrarEffect {
|
||||
return &onSkillRegistrarEffect{handler: handler}
|
||||
}
|
||||
|
||||
func (e *onSkillRegistrarEffect) OnSkill() bool {
|
||||
if e.handler == nil {
|
||||
return true
|
||||
}
|
||||
return e.handler(e)
|
||||
}
|
||||
|
||||
type skillUseRegistrarEffect struct {
|
||||
node.EffectNode
|
||||
handler func(*skillUseRegistrarEffect) bool
|
||||
}
|
||||
|
||||
func newSkillUseRegistrarEffect(handler func(*skillUseRegistrarEffect) bool) *skillUseRegistrarEffect {
|
||||
return &skillUseRegistrarEffect{handler: handler}
|
||||
}
|
||||
|
||||
func (e *skillUseRegistrarEffect) Skill_Use() bool {
|
||||
if e.handler == nil {
|
||||
return true
|
||||
}
|
||||
return e.handler(e)
|
||||
}
|
||||
|
||||
type comparePreOnSkillRegistrarEffect struct {
|
||||
node.EffectNode
|
||||
comparePreHandler func(*comparePreOnSkillRegistrarEffect, *action.SelectSkillAction, *action.SelectSkillAction) bool
|
||||
onSkillHandler func(*comparePreOnSkillRegistrarEffect) bool
|
||||
}
|
||||
|
||||
func newComparePreOnSkillRegistrarEffect(comparePre func(*comparePreOnSkillRegistrarEffect, *action.SelectSkillAction, *action.SelectSkillAction) bool, onSkill func(*comparePreOnSkillRegistrarEffect) bool) *comparePreOnSkillRegistrarEffect {
|
||||
return &comparePreOnSkillRegistrarEffect{
|
||||
comparePreHandler: comparePre,
|
||||
onSkillHandler: onSkill,
|
||||
}
|
||||
}
|
||||
|
||||
func (e *comparePreOnSkillRegistrarEffect) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
if e.comparePreHandler == nil {
|
||||
return true
|
||||
}
|
||||
return e.comparePreHandler(e, fattack, sattack)
|
||||
}
|
||||
|
||||
func (e *comparePreOnSkillRegistrarEffect) OnSkill() bool {
|
||||
if e.onSkillHandler == nil {
|
||||
return true
|
||||
}
|
||||
return e.onSkillHandler(e)
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 59, &Effect59{})
|
||||
registerSelfKillEffects()
|
||||
registerSelfDamageSkillHitEffects()
|
||||
registerSelfDamageOnSkillEffects()
|
||||
registerSelfDamageSkillUseEffects()
|
||||
registerSelfDamageComparePreOnSkillEffects()
|
||||
registerSelfDamageSubEffects()
|
||||
}
|
||||
|
||||
func registerSelfKillEffects() {
|
||||
builders := map[int]func() input.Effect{
|
||||
59: func() input.Effect { return &Effect59{} },
|
||||
71: func() input.Effect { return &Effect71{count: 2} },
|
||||
144: func() input.Effect { return &Effect144{} },
|
||||
435: func() input.Effect { return &Effect435{} },
|
||||
574: func() input.Effect { return &Effect574{} },
|
||||
618: func() input.Effect { return &Effect618{} },
|
||||
}
|
||||
|
||||
for effectID, builder := range builders {
|
||||
initskill(effectID, builder())
|
||||
}
|
||||
}
|
||||
|
||||
func registerSelfDamageSkillHitEffects() {
|
||||
handlers := map[int]func(*skillHitRegistrarEffect) bool{
|
||||
72: func(e *skillHitRegistrarEffect) bool {
|
||||
if e.Ctx().SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().AttackTime != 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.True,
|
||||
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.Hp)),
|
||||
})
|
||||
return true
|
||||
},
|
||||
}
|
||||
|
||||
for effectID, handler := range handlers {
|
||||
initskill(effectID, newSkillHitRegistrarEffect(handler))
|
||||
}
|
||||
}
|
||||
|
||||
func registerSelfDamageOnSkillEffects() {
|
||||
handlers := map[int]func(*onSkillRegistrarEffect) bool{
|
||||
79: func(e *onSkillRegistrarEffect) bool {
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 2, 2)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 1)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 5, 1)
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetHP().Div(alpacadecimal.NewFromInt(2)),
|
||||
})
|
||||
return true
|
||||
},
|
||||
137: func(e *onSkillRegistrarEffect) bool {
|
||||
currentHP := e.Ctx().Our.CurrentPet.GetHP()
|
||||
halfHP := currentHP.Div(alpacadecimal.NewFromInt(2))
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: halfHP,
|
||||
})
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 2)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 0, 2)
|
||||
return true
|
||||
},
|
||||
479: func(e *onSkillRegistrarEffect) bool {
|
||||
selfDamage := alpacadecimal.NewFromInt(int64(e.Args()[0].IntPart()))
|
||||
opponentDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart()))
|
||||
currentHP := e.Ctx().Our.CurrentPet.GetHP()
|
||||
minHP := alpacadecimal.NewFromInt(200)
|
||||
|
||||
if currentHP.Cmp(minHP) < 0 {
|
||||
damageToTake := currentHP.Sub(alpacadecimal.NewFromInt(1))
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damageToTake,
|
||||
})
|
||||
} else {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: selfDamage,
|
||||
})
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: opponentDamage,
|
||||
})
|
||||
return true
|
||||
},
|
||||
556: func(e *onSkillRegistrarEffect) bool {
|
||||
currentHP := e.Ctx().Our.CurrentPet.Info.Hp
|
||||
if currentHP > 1 {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.NewFromInt(int64(currentHP - 1)),
|
||||
})
|
||||
}
|
||||
return true
|
||||
},
|
||||
}
|
||||
|
||||
for effectID, handler := range handlers {
|
||||
initskill(effectID, newOnSkillRegistrarEffect(handler))
|
||||
}
|
||||
}
|
||||
|
||||
func registerSelfDamageSkillUseEffects() {
|
||||
handlers := map[int]func(*skillUseRegistrarEffect) bool{
|
||||
80: func(e *skillUseRegistrarEffect) bool {
|
||||
damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
return true
|
||||
},
|
||||
112: func(e *skillUseRegistrarEffect) bool {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
|
||||
})
|
||||
damage := int64(grand.N(250, 300))
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.Min(alpacadecimal.NewFromInt(damage), e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))),
|
||||
})
|
||||
return true
|
||||
},
|
||||
617: func(e *skillUseRegistrarEffect) bool {
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetMaxHP(),
|
||||
})
|
||||
|
||||
minDamage := int(e.Args()[0].IntPart())
|
||||
maxDamage := int(e.Args()[1].IntPart())
|
||||
if maxDamage < minDamage {
|
||||
minDamage, maxDamage = maxDamage, minDamage
|
||||
}
|
||||
|
||||
randomDamage := minDamage
|
||||
if maxDamage > minDamage {
|
||||
randomDamage = grand.N(minDamage, maxDamage)
|
||||
}
|
||||
|
||||
remainHP := e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))
|
||||
if remainHP.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
damage := alpacadecimal.Min(alpacadecimal.NewFromInt(int64(randomDamage)), remainHP)
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
return true
|
||||
},
|
||||
1380: func(e *skillUseRegistrarEffect) bool {
|
||||
if len(e.Args()) < 3 {
|
||||
return true
|
||||
}
|
||||
|
||||
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetHP(),
|
||||
})
|
||||
return true
|
||||
},
|
||||
}
|
||||
|
||||
for effectID, handler := range handlers {
|
||||
initskill(effectID, newSkillUseRegistrarEffect(handler))
|
||||
}
|
||||
}
|
||||
|
||||
func registerSelfDamageComparePreOnSkillEffects() {
|
||||
effects := map[int]*comparePreOnSkillRegistrarEffect{
|
||||
142: newComparePreOnSkillRegistrarEffect(
|
||||
func(e *comparePreOnSkillRegistrarEffect, fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
if fattack == nil {
|
||||
return true
|
||||
}
|
||||
if fattack.PlayerID == e.Ctx().Our.UserID {
|
||||
return true
|
||||
}
|
||||
if sattack == nil || sattack.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
sattack.SkillEntity.XML.Priority += 1
|
||||
return true
|
||||
},
|
||||
func(e *comparePreOnSkillRegistrarEffect) bool {
|
||||
maxHP := e.Ctx().Our.CurrentPet.GetMaxHP()
|
||||
damageAmount := maxHP.Div(e.Args()[0])
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damageAmount,
|
||||
})
|
||||
return true
|
||||
},
|
||||
),
|
||||
}
|
||||
|
||||
for effectID, effect := range effects {
|
||||
initskill(effectID, effect)
|
||||
}
|
||||
}
|
||||
|
||||
func registerSelfDamageSubEffects() {
|
||||
input.InitEffect(input.EffectType.Sub, 618, &Effect618Sub{})
|
||||
input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
|
||||
}
|
||||
|
||||
// Effect 59: 消耗自身全部体力(体力降到0),使下一只出战精灵的{0}和{1}能力提升1个等级
|
||||
type Effect59 struct {
|
||||
SelfKill
|
||||
}
|
||||
|
||||
func (e *Effect59) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
|
||||
@@ -64,10 +368,6 @@ type Effect71 struct {
|
||||
count int
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 71, &Effect71{count: 2})
|
||||
}
|
||||
|
||||
func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
|
||||
if !e.can {
|
||||
return true
|
||||
@@ -87,176 +387,13 @@ func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 72: 若没有命中对手则自己失去全部体力
|
||||
type Effect72 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 72, &Effect72{})
|
||||
}
|
||||
|
||||
// SkillHit 命中之后
|
||||
func (e *Effect72) SkillHit() bool {
|
||||
if e.Ctx().SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().AttackTime != 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.True,
|
||||
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.Hp)),
|
||||
})
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 79: 损失1/2的体力,提升自身的能力
|
||||
type Effect79 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 79, &Effect79{})
|
||||
}
|
||||
|
||||
// 命中之后
|
||||
// 特攻+2速度+1命中+1
|
||||
func (e *Effect79) OnSkill() bool {
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 2, 2)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 1)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 5, 1)
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetHP().Div(alpacadecimal.NewFromInt(2)),
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 80: 损失1/2的体力,给予对手同等的伤害
|
||||
type Effect80 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 80, &Effect80{})
|
||||
}
|
||||
|
||||
func (e *Effect80) Skill_Use() bool {
|
||||
att := e.Ctx().Our.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: att,
|
||||
})
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: att,
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 112: 牺牲全部体力给对手造成250~300点伤害,造成致命伤害时,对手剩下1点体力
|
||||
type Effect112 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 112, &Effect112{})
|
||||
}
|
||||
|
||||
// 命中之后
|
||||
func (e *Effect112) Skill_Use() bool {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
|
||||
})
|
||||
minDamage := int64(250)
|
||||
maxDamage := int64(300)
|
||||
n := int64(grand.N(int(minDamage), int(maxDamage)))
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.Min(alpacadecimal.NewFromInt(n), e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))),
|
||||
})
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 137: 损失一半当前体力值,自身攻击和速度提升2个等级
|
||||
type Effect137 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 137, &Effect137{})
|
||||
}
|
||||
|
||||
func (e *Effect137) OnSkill() bool {
|
||||
currentHp := e.Ctx().Our.CurrentPet.GetHP()
|
||||
halfHp := currentHp.Div(alpacadecimal.NewFromInt(2))
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: halfHp,
|
||||
})
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 2)
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, 0, 2)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 142: 损失1/{0}的体力值,下回合能较快出手
|
||||
type Effect142 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 142, &Effect142{})
|
||||
}
|
||||
|
||||
func (e *Effect142) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
if fattack == nil {
|
||||
return true
|
||||
}
|
||||
if fattack.PlayerID == e.Ctx().Our.UserID {
|
||||
return true
|
||||
}
|
||||
if sattack == nil {
|
||||
return true
|
||||
}
|
||||
if sattack.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
sattack.SkillEntity.XML.Priority += 1
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect142) OnSkill() bool {
|
||||
maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
|
||||
damageAmount := maxHp.Div(e.Args()[0])
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damageAmount,
|
||||
})
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 144: 消耗自己所有体力,使下一个出战的精灵{0}回合免疫异常状态
|
||||
type Effect144 struct {
|
||||
SelfKill
|
||||
count int
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 144, &Effect144{})
|
||||
}
|
||||
|
||||
func (e *Effect144) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
|
||||
// 魂印特性有不在场的情况,绑定时候将精灵和特性绑定
|
||||
if !e.can {
|
||||
return true
|
||||
}
|
||||
@@ -283,10 +420,6 @@ type Effect435 struct {
|
||||
SelfKill
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 435, &Effect435{})
|
||||
}
|
||||
|
||||
func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
if !e.can {
|
||||
return true
|
||||
@@ -297,10 +430,7 @@ func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *actio
|
||||
if fattack.PlayerID == e.Ctx().Our.UserID {
|
||||
return true
|
||||
}
|
||||
if sattack == nil {
|
||||
return true
|
||||
}
|
||||
if sattack.SkillEntity == nil {
|
||||
if sattack == nil || sattack.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -323,73 +453,11 @@ func (e *Effect435) ActionStart(a, b *action.SelectSkillAction) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 479: 损失自身{0}点体力,给对手造成{1}点固定伤害,若自身体力不足{2}则剩下{3}点体力
|
||||
type Effect479 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 479, &Effect479{})
|
||||
}
|
||||
|
||||
func (e *Effect479) OnSkill() bool {
|
||||
selfDamage := alpacadecimal.NewFromInt(int64(e.Args()[0].IntPart()))
|
||||
opponentDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart()))
|
||||
|
||||
currentHp := e.Ctx().Our.CurrentPet.GetHP()
|
||||
minHp := alpacadecimal.NewFromInt(200)
|
||||
|
||||
if currentHp.Cmp(minHp) < 0 {
|
||||
damageToTake := currentHp.Sub(alpacadecimal.NewFromInt(1))
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damageToTake,
|
||||
})
|
||||
} else {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: selfDamage,
|
||||
})
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: opponentDamage,
|
||||
})
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 556: 命中后使自身体力降为1
|
||||
type Effect556 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 556, &Effect556{})
|
||||
}
|
||||
|
||||
func (e *Effect556) OnSkill() bool {
|
||||
currentHP := e.Ctx().Our.CurrentPet.Info.Hp
|
||||
if currentHP > 1 {
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: alpacadecimal.NewFromInt(int64(currentHP - 1)),
|
||||
})
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 574: 消耗自身全部体力,令己方下次使用的技能必定先手、必定命中,下次命中的攻击技能必定打出致命一击
|
||||
type Effect574 struct {
|
||||
SelfKill
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 574, &Effect574{})
|
||||
}
|
||||
|
||||
func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
|
||||
if !e.can {
|
||||
return true
|
||||
@@ -400,10 +468,7 @@ func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *actio
|
||||
if fattack.PlayerID == e.Ctx().Our.UserID {
|
||||
return true
|
||||
}
|
||||
if sattack == nil {
|
||||
return true
|
||||
}
|
||||
if sattack.SkillEntity == nil {
|
||||
if sattack == nil || sattack.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -424,50 +489,6 @@ func (e *Effect574) ActionStart(a, b *action.SelectSkillAction) bool {
|
||||
}
|
||||
e.Ctx().SkillEntity.XML.MustHit = 1
|
||||
e.Ctx().SkillEntity.XML.CritRate = 16
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 617: 消耗自身所有体力给对手造成{0}-{1}点伤害,若造成伤害大于对手体力,则对手必定留1点血
|
||||
type Effect617 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 617, &Effect617{})
|
||||
}
|
||||
|
||||
func (e *Effect617) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetMaxHP(),
|
||||
})
|
||||
|
||||
minDamage := int(e.Args()[0].IntPart())
|
||||
maxDamage := int(e.Args()[1].IntPart())
|
||||
if maxDamage < minDamage {
|
||||
minDamage, maxDamage = maxDamage, minDamage
|
||||
}
|
||||
|
||||
randomDamage := minDamage
|
||||
if maxDamage > minDamage {
|
||||
randomDamage = grand.N(minDamage, maxDamage)
|
||||
}
|
||||
|
||||
remainHP := e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))
|
||||
if remainHP.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
damage := alpacadecimal.Min(alpacadecimal.NewFromInt(int64(randomDamage)), remainHP)
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -476,11 +497,6 @@ type Effect618 struct {
|
||||
SelfKill
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 618, &Effect618{})
|
||||
input.InitEffect(input.EffectType.Sub, 618, &Effect618Sub{})
|
||||
}
|
||||
|
||||
func (e *Effect618) SwitchIn(in *input.Input) bool {
|
||||
if !e.can || in != e.Ctx().Our {
|
||||
return true
|
||||
@@ -505,33 +521,6 @@ func (e *Effect618Sub) TurnEnd() {
|
||||
e.EffectNode.TurnEnd()
|
||||
}
|
||||
|
||||
// Effect 1380: 牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}
|
||||
type Effect1380 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1380, &Effect1380{})
|
||||
input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
|
||||
}
|
||||
|
||||
func (e *Effect1380) Skill_Use() bool {
|
||||
if len(e.Args()) < 3 {
|
||||
return true
|
||||
}
|
||||
|
||||
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Ctx().Our.CurrentPet.GetHP(),
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1380Sub struct {
|
||||
RoundEffectArg0Base
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user