```
chore(go): 更新Go版本号格式 - 将 common/go.mod 中的 go 版本从 1.23.0 调整为 1.23 -
This commit is contained in:
200
logic/service/fight/effect/871_875.go
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200
logic/service/fight/effect/871_875.go
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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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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 871: 下{0}回合,每回合攻击技能造成的伤害不少于{1}
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type Effect871 struct{ node.EffectNode }
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func (e *Effect871) 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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 871, int(e.Args()[0].IntPart()), 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 Effect871Sub struct{ RoundEffectArg0Base }
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func (e *Effect871Sub) DamageFloor(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) < 0 {
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zone.Damage = e.Args()[1]
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}
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return true
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}
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// Effect 872: 吸取对手能力提升状态,吸取成功则{0}回合内令对手使用的属性技能无效
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type Effect872 struct{ node.EffectNode }
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func (e *Effect872) 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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cleared := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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}
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
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cleared = true
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}
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}
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if !cleared {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 872, 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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return true
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}
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type Effect872Sub struct{ RoundEffectArg0Base }
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func (e *Effect872Sub) ActionStart(a, b *action.SelectSkillAction) bool {
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if 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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e.Ctx().SkillEntity.SetNoSide()
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e.Ctx().SkillEntity.AttackTime = 0
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return true
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}
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// Effect 873: 消耗自身全部体力,消除对手能力提升状态和回合类效果,使己方下只出场精灵下次攻击必定先手、必定命中且造成的伤害翻倍
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type Effect873 struct{ node.EffectNode }
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func (e *Effect873) Skill_Use() bool {
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v > 0 {
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0)
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}
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}
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Ctx().Our.CurrentPet.GetHP(),
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})
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 873)
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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 Effect873Sub struct{ node.EffectNode }
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func (e *Effect873Sub) 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 *Effect873Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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current.SkillEntity.XML.Priority += 7
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return true
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}
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func (e *Effect873Sub) ActionStart(a, b *action.SelectSkillAction) bool {
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if 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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e.Ctx().SkillEntity.XML.MustHit = 1
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return true
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}
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func (e *Effect873Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || 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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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
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e.Alive(false)
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return true
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}
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// Effect 874: {0}回合内若对手造成的伤害低于{1}则免疫该伤害
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type Effect874 struct{ node.EffectNode }
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func (e *Effect874) 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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 874, int(e.Args()[0].IntPart()), 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 Effect874Sub struct{ RoundEffectArg0Base }
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func (e *Effect874Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || len(e.Args()) < 2 {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) < 0 {
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zone.Damage = alpacadecimal.Zero
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}
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return true
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}
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func (e *Effect874Sub) DamageDivEx(zone *info.DamageZone) bool {
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if zone == nil || len(e.Args()) < 2 {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) < 0 {
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zone.Damage = alpacadecimal.Zero
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}
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return true
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}
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// Effect 875: 消耗自身全部体力,对手所有技能PP值归零,全属性-1
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type Effect875 struct{ node.EffectNode }
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func (e *Effect875) Skill_Use() bool {
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zeroAllSkillPP(e.Ctx().Opp)
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, 1)
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e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Ctx().Our.CurrentPet.GetHP(),
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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, 871, &Effect871{})
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input.InitEffect(input.EffectType.Sub, 871, &Effect871Sub{})
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input.InitEffect(input.EffectType.Skill, 872, &Effect872{})
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input.InitEffect(input.EffectType.Sub, 872, &Effect872Sub{})
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input.InitEffect(input.EffectType.Skill, 873, &Effect873{})
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input.InitEffect(input.EffectType.Sub, 873, &Effect873Sub{})
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input.InitEffect(input.EffectType.Skill, 874, &Effect874{})
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input.InitEffect(input.EffectType.Sub, 874, &Effect874Sub{})
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input.InitEffect(input.EffectType.Skill, 875, &Effect875{})
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}
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