feat: 新增战斗效果1338-1377

This commit is contained in:
xinian
2026-04-01 02:53:23 +08:00
committed by cnb
parent 1724c06eab
commit 2aea283c6b
17 changed files with 1414 additions and 288 deletions

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# Task 145: Effects 1338-1342
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1338
- `argsNum`: `1`
- `info`: `全属性+{0},对手处于能力下降状态时强化效果翻倍`
### Effect 1339
- `argsNum`: `3`
- `info`: `若对手不处于异常状态则下{0}回合攻击{1}%使对手进入{2}状态`
- `param`: `1,2,2`
### Effect 1340
- `argsNum`: `0`
- `info`: `命中后附加对手最大体力1/2的百分比伤害若未命中则自身死亡且己方下只出战精灵令对手下1次使用的攻击技能无效`
### Effect 1341
- `argsNum`: `2`
- `info`: `造成的伤害高于{0}则恢复自身最大体力的1/{1}`
### Effect 1342
- `argsNum`: `1`
- `info`: `为自身附加{0}点护罩`
## 备注
- 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
- `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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# Task 146: Effects 1343-1347
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1343
- `argsNum`: `1`
- `info`: `消除对手回合类效果,消除成功则下{0}次受到的伤害转化为自身体力`
### Effect 1344
- `argsNum`: `1`
- `info`: `全属性+{0},后出手时自身强化效果翻倍`
### Effect 1345
- `argsNum`: `3`
- `info`: `消耗自身全部体力,{0}%令对手进入{1}种控制类异常状态未触发异常状态则附加对手最大体力1/{2}的百分比伤害`
### Effect 1346
- `argsNum`: `4`
- `info`: `{0}回合内每回合{1}%令自身全属性+{2},未触发则令对手全属性-{3}`
### Effect 1347
- `argsNum`: `1`
- `info`: `反转对手能力提升状态,反转成功则令对手{0},反转失败则消除对手能力提升状态`
- `param`: `1,0,0`
## 备注
- 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
- `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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# Task 147: Effects 1348-1352
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1348
- `argsNum`: `2`
- `info`: `{0}回合内若对手使用属性技能则造成伤害前令对手随机进入{1}种异常状态,未触发则消除对手回合类效果`
### Effect 1349
- `argsNum`: `0`
- `info`: `自身处于能力提升状态时80%打出致命一击`
### Effect 1350
- `argsNum`: `1`
- `info`: `反转自身能力下降状态,反转成功则对手下{0}回合攻击技能无效`
### Effect 1351
- `argsNum`: `2`
- `info`: `获得{0}点护罩,护罩消失时使对手下{1}次攻击技能无效`
### Effect 1352
- `argsNum`: `1`
- `info`: `解除自身能力下降状态,解除成功则自身全属性+{0}`
## 备注
- 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
- `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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# Task 148: Effects 1353-1357
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1353
- `argsNum`: `3`
- `info`: `{0}回合内若自身先出手则{1}%令对手{2},未触发则消除对手回合类效果`
- `param`: `1,2,2`
### Effect 1354
- `argsNum`: `2`
- `info`: `吸取对手能力提升状态,吸取成功则吸取对手{0}点体力,若对手不处于能力提升状态则令对手全属性-{1}`
### Effect 1355
- `argsNum`: `1`
- `info`: `若打出致命一击则自身免疫下{0}次受到的异常状态`
### Effect 1356
- `argsNum`: `1`
- `info`: `打出致命一击则附加对手最大体力1/{0}的百分比伤害`
### Effect 1357
- `argsNum`: `1`
- `info`: `后出手时造成的伤害提高{0}%`
## 备注
- 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
- `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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# Task 149: Effects 1358-1362
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1358
- `argsNum`: `3`
- `info`: `{0}回合内每回合{1}%闪避对手攻击,未触发则令对手下{2}次使用的攻击技能无效`
### Effect 1359
- `argsNum`: `1`
- `info`: `将自身能力下降状态反馈给对手,反馈成功则自身全属性+{0},反馈失败则解除自身能力下降状态`
### Effect 1360
- `argsNum`: `1`
- `info`: `自己出手时若自身体力高于对手则造成的伤害提升{0}%`
### Effect 1361
- `argsNum`: `1`
- `info`: `消除对手能力提升状态,消除成功则恢复自身所有体力,若对手不处于能力提升状态则{0}回合内对手无法通过自身技能恢复体力`
### Effect 1362
- `argsNum`: `1`
- `info`: `先出手时吸取对手{0}点体力`
## 备注
- 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
- `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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# Task 150: Effects 1363-1367
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1363
- `argsNum`: `3`
- `info`: `造成的伤害低于{0}则{1}%令对手{2},未触发则消除对手回合类效果`
- `param`: `1,2,2`
### Effect 1364
- `argsNum`: `0`
- `info`: `令对手随机进入烧伤、冻伤、中毒、焚烬、冰封、感染中的2种异常状态未触发控制类异常状态则2回合内令对手使用的属性技能无效`
### Effect 1365
- `argsNum`: `4`
- `info`: `命中后{0}%令对手{1},自身每损失{2}%的体力则进入异常概率提升{3}%`
- `param`: `1,1,1`
### Effect 1366
- `argsNum`: `3`
- `info`: `附加攻击伤害{0}%的百分比伤害,每次使用增加{1}%,最高{2}%`
### Effect 1367
- `argsNum`: `2`
- `info`: `随机附加{0}种异常状态,未触发则{1}回合内令对手使用的属性技能无效`
## 备注
- 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
- `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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# Task 151: Effects 1368-1372
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1368
- `argsNum`: `1`
- `info`: `消除对手所有护盾效果,消除成功则对手下{0}回合所有技能失效`
### Effect 1369
- `argsNum`: `3`
- `info`: `{0}回合内每回合{1}%令对手使用的攻击技能无效,未触发则当回合受到的攻击伤害减少{2}%`
### Effect 1370
- `argsNum`: `2`
- `info`: `消除对手回合类效果,消除成功则对手{0},未触发则{1}回合内对手无法通过自身技能恢复体力`
- `param`: `1,0,0`
### Effect 1371
- `argsNum`: `1`
- `info`: `若自身未满体力则吸取对手最大体力的1/{0}`
### Effect 1372
- `argsNum`: `3`
- `info`: `{0}回合内对手使用攻击技能则{1}%{2},未触发则消除对手回合类效果`
- `param`: `1,2,2`
## 备注
- 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
- `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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# Task 152: Effects 1373-1377
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1373
- `argsNum`: `2`
- `info`: `直接造成{0}点冰系伤害,自身每处于一种能力提升状态则造成的伤害提高{1}%`
### Effect 1374
- `argsNum`: `0`
- `info`: `命中后100%秒杀对方若MISS则自身死亡消除对手回合类效果且100%令对手冰封同时令我方下一只出场精灵3回合内获得冰之祝福效果`
### Effect 1375
- `argsNum`: `1`
- `info`: `自身下{0}回合获得了冰之祝福`
### Effect 1376
- `argsNum`: `4`
- `info`: `{0}回合内自身使用攻击技能则{1}%令对手{2}未触发则吸取对手最大体力的1/{3}`
- `param`: `1,2,2`
### Effect 1377
- `argsNum`: `0`
- `info`: `使用后在战斗结束时可以获得500泰坦之灵每日上限5000`
## 备注
- 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
- `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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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1338: 全属性+{0},对手处于能力下降状态时强化效果翻倍
type Effect1338 struct{ node.EffectNode }
func (e *Effect1338) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
boost := int8(e.Args()[0].IntPart())
if e.Ctx().Opp.HasPropSub() {
boost *= 2
}
for i := range e.Ctx().Our.Prop[:] {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
return true
}
// Effect 1339: 若对手不处于异常状态则下{0}回合攻击{1}%使对手进入{2}状态
type Effect1339 struct{ node.EffectNode }
func (e *Effect1339) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().Opp.StatEffect_Exist_all() {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1339, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1339Sub struct{ RoundEffectArg0Base }
func (e *Effect1339Sub) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
}
return true
}
// Effect 1340: 命中后附加对手最大体力1/2的百分比伤害若未命中则自身死亡且己方下只出战精灵令对手下1次使用的攻击技能无效
type Effect1340 struct{ node.EffectNode }
func (e *Effect1340) Skill_Use() bool {
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.AttackTime == 0 {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1340)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
type Effect1340Sub struct{ node.EffectNode }
func (e *Effect1340Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(1)
}
func (e *Effect1340Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our {
return true
}
lock := e.Ctx().Our.InitEffect(input.EffectType.Sub, 13401, 1)
if lock != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, lock)
}
e.Alive(false)
return true
}
type Effect1340LockSub struct {
node.EffectNode
remaining int
}
func (e *Effect1340LockSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1340LockSub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1341: 造成的伤害高于{0}则恢复自身最大体力的1/{1}
type Effect1341 struct{ node.EffectNode }
func (e *Effect1341) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) <= 0 {
return true
}
heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
if heal.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
return true
}
// Effect 1342: 为自身附加{0}点护罩
type Effect1342 struct{ node.EffectNode }
func (e *Effect1342) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.AddShield(e.Args()[0])
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1338, &Effect1338{})
input.InitEffect(input.EffectType.Skill, 1339, &Effect1339{})
input.InitEffect(input.EffectType.Sub, 1339, &Effect1339Sub{})
input.InitEffect(input.EffectType.Skill, 1340, &Effect1340{})
input.InitEffect(input.EffectType.Sub, 1340, &Effect1340Sub{})
input.InitEffect(input.EffectType.Sub, 13401, &Effect1340LockSub{})
input.InitEffect(input.EffectType.Skill, 1341, &Effect1341{})
input.InitEffect(input.EffectType.Skill, 1342, &Effect1342{})
}

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
var effect1345ControlStatuses = []int{
int(info.PetStatus.Paralysis),
int(info.PetStatus.Tired),
int(info.PetStatus.Fear),
int(info.PetStatus.Petrified),
int(info.PetStatus.Sleep),
}
func addRandomControlStatuses1345(owner, target *input.Input, count int) bool {
if owner == nil || target == nil || count <= 0 {
return false
}
if count > len(effect1345ControlStatuses) {
count = len(effect1345ControlStatuses)
}
applied := false
for _, idx := range grand.Perm(len(effect1345ControlStatuses))[:count] {
if addStatusByID(owner, target, effect1345ControlStatuses[idx]) {
applied = true
}
}
return applied
}
// Effect 1343: 消除对手回合类效果,消除成功则下{0}次受到的伤害转化为自身体力
type Effect1343 struct{ node.EffectNode }
func (e *Effect1343) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1343, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1343Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1343Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1343Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
return true
}
if zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
heal := zone.Damage
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
zone.Damage = alpacadecimal.Zero
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1344: 全属性+{0},后出手时自身强化效果翻倍
type Effect1344 struct{ node.EffectNode }
func (e *Effect1344) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
boost := int8(e.Args()[0].IntPart())
if !e.IsFirst() {
boost *= 2
}
for i := range e.Ctx().Our.Prop[:] {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
return true
}
// Effect 1345: 消耗自身全部体力,{0}%令对手进入{1}种控制类异常状态未触发异常状态则附加对手最大体力1/{2}的百分比伤害
type Effect1345 struct{ node.EffectNode }
func (e *Effect1345) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
if e.Ctx().Our.CurrentPet != nil {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
}
triggered := false
ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if ok {
triggered = addRandomControlStatuses1345(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
}
if triggered || e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[2])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 1346: {0}回合内每回合{1}%令自身全属性+{2},未触发则令对手全属性-{3}
type Effect1346 struct{ RoundEffectArg0Base }
func (e *Effect1346) OnSkill() bool {
if len(e.Args()) < 4 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
boost := int8(e.Args()[2].IntPart())
for i := range e.Ctx().Our.Prop[:] {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
return true
}
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[3].IntPart()))
return true
}
// Effect 1347: 反转对手能力提升状态,反转成功则令对手{0},反转失败则消除对手能力提升状态
type Effect1347 struct{ node.EffectNode }
func (e *Effect1347) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
reversed := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -2*v) {
reversed = true
}
}
if reversed {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
clearPositiveProps(e.Ctx().Opp, e.Ctx().Our)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1343, &Effect1343{})
input.InitEffect(input.EffectType.Sub, 1343, &Effect1343Sub{})
input.InitEffect(input.EffectType.Skill, 1344, &Effect1344{})
input.InitEffect(input.EffectType.Skill, 1345, &Effect1345{})
input.InitEffect(input.EffectType.Skill, 1346, &Effect1346{})
input.InitEffect(input.EffectType.Skill, 1347, &Effect1347{})
}

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1348: {0}回合内若对手使用属性技能则造成伤害前令对手随机进入{1}种异常状态,未触发则消除对手回合类效果
type Effect1348 struct {
RoundEffectArg0Base
pending bool
triggered bool
}
func (e *Effect1348) 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 *Effect1348) SkillHit() bool {
if !e.pending || len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
applyRandomStatuses1394(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
e.pending = false
e.triggered = true
return true
}
func (e *Effect1348) TurnEnd() {
if !e.triggered && e.Duration() == 1 {
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
}
e.EffectNode.TurnEnd()
}
// Effect 1349: 自身处于能力提升状态时80%打出致命一击
type Effect1349 struct{ node.EffectNode }
func (e *Effect1349) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if !e.Ctx().Our.HasPropADD() {
return true
}
ok, _, _ := e.Input.Player.Roll(80, 100)
if ok {
e.Ctx().SkillEntity.XML.CritRate = 16
}
return true
}
// Effect 1350: 反转自身能力下降状态,反转成功则对手下{0}回合攻击技能无效
type Effect1350 struct{ node.EffectNode }
func (e *Effect1350) Skill_Use() bool {
reversed := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
if e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -2*v) {
reversed = true
}
}
if !reversed || len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1350, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1350Sub struct{ RoundEffectArg0Base }
func (e *Effect1350Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
return true
}
// Effect 1351: 获得{0}点护罩,护罩消失时使对手下{1}次攻击技能无效
type Effect1351 struct{ node.EffectNode }
func (e *Effect1351) Skill_Use() bool {
if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.AddShield(e.Args()[0])
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1351, int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1351Sub struct {
node.EffectNode
triggered bool
}
func (e *Effect1351Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
}
func (e *Effect1351Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
if e.triggered || before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 || len(e.Args()) == 0 {
return true
}
e.triggered = true
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 2351, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
e.Alive(false)
return true
}
type Effect1351DisableSub struct {
node.EffectNode
remaining int
}
func (e *Effect1351DisableSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1351DisableSub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1352: 解除自身能力下降状态,解除成功则自身全属性+{0}
type Effect1352 struct{ node.EffectNode }
func (e *Effect1352) OnSkill() bool {
if len(e.Args()) == 0 {
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
}
boost := int8(e.Args()[0].IntPart())
for i := range e.Ctx().Our.Prop[:] {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1348, &Effect1348{})
input.InitEffect(input.EffectType.Skill, 1349, &Effect1349{})
input.InitEffect(input.EffectType.Skill, 1350, &Effect1350{})
input.InitEffect(input.EffectType.Sub, 1350, &Effect1350Sub{})
input.InitEffect(input.EffectType.Skill, 1351, &Effect1351{})
input.InitEffect(input.EffectType.Sub, 1351, &Effect1351Sub{})
input.InitEffect(input.EffectType.Sub, 2351, &Effect1351DisableSub{})
input.InitEffect(input.EffectType.Skill, 1352, &Effect1352{})
}

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1353: {0}回合内若自身先出手则{1}%令对手{2},未触发则消除对手回合类效果
type Effect1353 struct {
RoundEffectArg0Base
triggered bool
}
func (e *Effect1353) OnSkill() bool {
if len(e.Args()) < 3 || !e.IsFirst() {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
e.triggered = true
}
return true
}
func (e *Effect1353) TurnEnd() {
if !e.triggered && e.Duration() == 1 {
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
}
e.EffectNode.TurnEnd()
}
// Effect 1354: 吸取对手能力提升状态,吸取成功则吸取对手{0}点体力,若对手不处于能力提升状态则令对手全属性-{1}
type Effect1354 struct{ node.EffectNode }
func (e *Effect1354) OnSkill() bool {
if len(e.Args()) < 2 {
return true
}
absorbed := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
absorbed = true
}
}
if absorbed {
drain := e.Args()[0]
if drain.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: drain,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
}
return true
}
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[1].IntPart()))
return true
}
// Effect 1355: 若打出致命一击则自身免疫下{0}次受到的异常状态
type Effect1355 struct{ node.EffectNode }
func (e *Effect1355) SkillHit_ex() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.Crit == 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1099, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1356: 打出致命一击则附加对手最大体力1/{0}的百分比伤害
type Effect1356 struct{ node.EffectNode }
func (e *Effect1356) OnSkill() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Crit == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true
}
if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 1357: 后出手时造成的伤害提高{0}%
type Effect1357 struct{ node.EffectNode }
func (e *Effect1357) SkillHit() bool {
if len(e.Args()) == 0 || e.IsFirst() || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
addSkillPowerPercent(e.Ctx().SkillEntity, e.Args()[0])
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1353, &Effect1353{})
input.InitEffect(input.EffectType.Skill, 1354, &Effect1354{})
input.InitEffect(input.EffectType.Skill, 1355, &Effect1355{})
input.InitEffect(input.EffectType.Skill, 1356, &Effect1356{})
input.InitEffect(input.EffectType.Skill, 1357, &Effect1357{})
}

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1358: {0}回合内每回合{1}%闪避对手攻击,未触发则令对手下{2}次使用的攻击技能无效
type Effect1358 struct{ RoundEffectArg0Base }
func (e *Effect1358) SkillHit_ex() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.Ctx().SkillEntity.AttackTime == 2 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok && e.Ctx().SkillEntity.SetMiss() {
return true
}
if e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 2062, int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1359: 将自身能力下降状态反馈给对手,反馈成功则自身全属性+{0},反馈失败则解除自身能力下降状态
type Effect1359 struct{ node.EffectNode }
func (e *Effect1359) OnSkill() bool {
reflected := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), v) {
reflected = true
}
}
if reflected {
if len(e.Args()) == 0 {
return true
}
boost := int8(e.Args()[0].IntPart())
for i := range e.Ctx().Our.Prop[:] {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
return true
}
for i, v := range e.Ctx().Our.Prop[:] {
if v < 0 {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0)
}
}
return true
}
// Effect 1360: 自己出手时若自身体力高于对手则造成的伤害提升{0}%
type Effect1360 struct{ node.EffectNode }
func (e *Effect1360) SkillHit() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) <= 0 {
return true
}
addSkillPowerPercent(e.Ctx().SkillEntity, e.Args()[0])
return true
}
// Effect 1361: 消除对手能力提升状态,消除成功则恢复自身所有体力,若对手不处于能力提升状态则{0}回合内对手无法通过自身技能恢复体力
type Effect1361 struct{ node.EffectNode }
func (e *Effect1361) Skill_Use() bool {
hadPositive := false
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
hadPositive = true
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if cleared {
if e.Ctx().Our.CurrentPet != nil {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP())
}
return true
}
if hadPositive || len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 679, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1362: 先出手时吸取对手{0}点体力
type Effect1362 struct{ node.EffectNode }
func (e *Effect1362) OnSkill() bool {
if len(e.Args()) == 0 || !e.IsFirst() || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
drain := e.Args()[0]
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: drain,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1358, &Effect1358{})
input.InitEffect(input.EffectType.Skill, 1359, &Effect1359{})
input.InitEffect(input.EffectType.Skill, 1360, &Effect1360{})
input.InitEffect(input.EffectType.Skill, 1361, &Effect1361{})
input.InitEffect(input.EffectType.Skill, 1362, &Effect1362{})
}

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
var effect1364StatusPool = []int{
int(info.PetStatus.Burned),
int(info.PetStatus.Frozen),
int(info.PetStatus.Poisoned),
22, // 焚烬
int(info.PetStatus.IceBound),
27, // 感染
}
func addRandomStatuses1364(owner, target *input.Input, count int) (applied int, controlApplied bool) {
if owner == nil || target == nil || count <= 0 {
return 0, false
}
if count > len(effect1364StatusPool) {
count = len(effect1364StatusPool)
}
indexes := grand.Perm(len(effect1364StatusPool))
for _, idx := range indexes {
statusID := effect1364StatusPool[idx]
eff := owner.InitEffect(input.EffectType.Status, statusID)
if eff == nil {
continue
}
target.AddEffect(owner, eff)
applied++
if statusID == int(info.PetStatus.IceBound) {
controlApplied = true
}
if applied >= count {
break
}
}
return applied, controlApplied
}
func addRandomStatuses1367(owner, target *input.Input, count int) int {
if owner == nil || target == nil || count <= 0 || len(effect1394Statuses) == 0 {
return 0
}
if count > len(effect1394Statuses) {
count = len(effect1394Statuses)
}
applied := 0
for _, idx := range grand.Perm(len(effect1394Statuses))[:count] {
statusEffect := owner.InitEffect(input.EffectType.Status, effect1394Statuses[idx])
if statusEffect == nil {
continue
}
target.AddEffect(owner, statusEffect)
applied++
}
return applied
}
// Effect 1363: 造成的伤害低于{0}则{1}%令对手{2},未触发则消除对手回合类效果
type Effect1363 struct{ node.EffectNode }
func (e *Effect1363) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) >= 0 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
return true
}
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
return true
}
// Effect 1364: 令对手随机进入烧伤、冻伤、中毒、焚烬、冰封、感染中的2种异常状态未触发控制类异常状态则2回合内令对手使用的属性技能无效
type Effect1364 struct{ node.EffectNode }
func (e *Effect1364) Skill_Use() bool {
_, controlApplied := addRandomStatuses1364(e.Ctx().Our, e.Ctx().Opp, 2)
if controlApplied {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1284, 2)
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1365: 命中后{0}%令对手{1},自身每损失{2}%的体力则进入异常概率提升{3}%
type Effect1365 struct{ node.EffectNode }
func (e *Effect1365) OnSkill() bool {
if len(e.Args()) < 4 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
if e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
maxHP := e.Ctx().Our.CurrentPet.GetMaxHP()
curHP := e.Ctx().Our.CurrentPet.GetHP()
lostHPPercent := maxHP.Sub(curHP).Mul(hundred).Div(maxHP).IntPart()
additionalStacks := lostHPPercent / e.Args()[2].IntPart()
chance := int(e.Args()[0].IntPart() + additionalStacks*e.Args()[3].IntPart())
if chance > 100 {
chance = 100
}
if ok, _, _ := e.Input.Player.Roll(chance, 100); ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
}
return true
}
// Effect 1366: 附加攻击伤害{0}%的百分比伤害,每次使用增加{1}%,最高{2}%
type Effect1366 struct{ AddLvelEffect }
func (e *Effect1366) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
if e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
percent := e.Args()[0]
if e.UseSkillCount > 1 {
percent = percent.Add(e.Args()[1].Mul(alpacadecimal.NewFromInt(e.UseSkillCount - 1)))
}
if percent.Cmp(e.Args()[2]) > 0 {
percent = e.Args()[2]
}
if percent.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Our.SumDamage.Mul(percent).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 1367: 随机附加{0}种异常状态,未触发则{1}回合内令对手使用的属性技能无效
type Effect1367 struct{ node.EffectNode }
func (e *Effect1367) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
if addRandomStatuses1367(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart())) > 0 {
return true
}
if e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1284, int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1363, &Effect1363{})
input.InitEffect(input.EffectType.Skill, 1364, &Effect1364{})
input.InitEffect(input.EffectType.Skill, 1365, &Effect1365{})
input.InitEffect(input.EffectType.Skill, 1366, &Effect1366{})
input.InitEffect(input.EffectType.Skill, 1367, &Effect1367{})
}

View File

@@ -0,0 +1,136 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1368: 消除对手所有护盾效果,消除成功则对手下{0}回合所有技能失效
type Effect1368 struct{ node.EffectNode }
func (e *Effect1368) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp.CurrentShield().Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.ConsumeAllShield()
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 902, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1369: {0}回合内每回合{1}%令对手使用的攻击技能无效,未触发则当回合受到的攻击伤害减少{2}%
type Effect1369 struct {
RoundEffectArg0Base
reduceCurrentAttack bool
}
func (e *Effect1369) ActionStart(a, b *action.SelectSkillAction) bool {
e.reduceCurrentAttack = false
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
e.Ctx().SkillEntity.SetMiss()
return true
}
e.reduceCurrentAttack = true
return true
}
func (e *Effect1369) DamageDivEx(zone *info.DamageZone) bool {
if !e.reduceCurrentAttack || zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 3 {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Sub(e.Args()[2])).Div(hundred)
e.reduceCurrentAttack = false
return true
}
// Effect 1370: 消除对手回合类效果,消除成功则对手{0},未触发则{1}回合内对手无法通过自身技能恢复体力
type Effect1370 struct{ node.EffectNode }
func (e *Effect1370) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before > 0 {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
if e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 679, int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
// Effect 1371: 若自身未满体力则吸取对手最大体力的1/{0}
type Effect1371 struct{ node.EffectNode }
func (e *Effect1371) OnSkill() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) >= 0 {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
return true
}
// Effect 1372: {0}回合内对手使用攻击技能则{1}%{2},未触发则消除对手回合类效果
type Effect1372 struct {
RoundEffectArg0Base
triggered bool
}
func (e *Effect1372) Skill_Use_ex() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
e.triggered = true
}
return true
}
func (e *Effect1372) TurnEnd() {
if !e.triggered && e.Duration() == 1 {
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
}
e.EffectNode.TurnEnd()
}
func init() {
input.InitEffect(input.EffectType.Skill, 1368, &Effect1368{})
input.InitEffect(input.EffectType.Skill, 1369, &Effect1369{})
input.InitEffect(input.EffectType.Skill, 1370, &Effect1370{})
input.InitEffect(input.EffectType.Skill, 1371, &Effect1371{})
input.InitEffect(input.EffectType.Skill, 1372, &Effect1372{})
}

View File

@@ -0,0 +1,204 @@
package effect
import (
"blazing/common/data/share"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
// Effect 1373: 直接造成{0}点冰系伤害,自身每处于一种能力提升状态则造成的伤害提高{1}%
type Effect1373 struct{ node.EffectNode }
func (e *Effect1373) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
damage := e.Args()[0]
boostCount := countPositivePropKinds(e.Ctx().Our)
if boostCount > 0 {
damage = damage.Add(
damage.Mul(e.Args()[1]).Mul(alpacadecimal.NewFromInt(int64(boostCount))).Div(hundred),
)
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
// Effect 1374: 命中后100%秒杀对方若MISS则自身死亡消除对手回合类效果且100%令对手冰封同时令我方下一只出场精灵3回合内获得冰之祝福效果
type Effect1374 struct{ node.EffectNode }
func (e *Effect1374) DamageFloor(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
zone.Damage = e.Ctx().Opp.CurrentPet.GetMaxHP()
return true
}
func (e *Effect1374) Skill_Use() bool {
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.AttackTime == 0 {
e.Ctx().Our.CurrentPet.Info.Hp = 0
}
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(info.PetStatus.IceBound))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1374, 3)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1374Sub struct{ node.EffectNode }
func (e *Effect1374Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
}
func (e *Effect1374Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || len(e.Args()) == 0 {
return true
}
buff := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1375, int(e.Args()[0].IntPart()))
if buff != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, buff)
}
e.Alive(false)
return true
}
// Effect 1375: 自身下{0}回合获得了冰之祝福
type Effect1375 struct{ node.EffectNode }
func (e *Effect1375) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1375, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1375Sub struct{ RoundEffectArg0Base }
func (e *Effect1375Sub) SetArgs(t *input.Input, a ...int) {
e.RoundEffectArg0Base.SetArgs(t, a...)
e.CanStack(false)
}
func (e *Effect1375Sub) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if ok, _, _ := e.Input.Player.Roll(50, 100); ok {
e.Ctx().SkillEntity.XML.CritRate = 16
}
return true
}
func (e *Effect1375Sub) OnSkill() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
damage := alpacadecimal.NewFromInt(int64(grand.N(150, 300)))
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
// Effect 1376: {0}回合内自身使用攻击技能则{1}%令对手{2}未触发则吸取对手最大体力的1/{3}
type Effect1376 struct{ RoundEffectArg0Base }
func (e *Effect1376) OnSkill() bool {
if len(e.Args()) < 4 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
if addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
return true
}
}
if e.Args()[3].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[3])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
return true
}
// Effect 1377: 使用后在战斗结束时可以获得500泰坦之灵每日上限5000
type Effect1377 struct{ node.EffectNode }
func (e *Effect1377) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
}
func (e *Effect1377) OnBattleEnd() bool {
player := e.Ctx().Our.Player
if player == nil || player.GetInfo().UserID == 0 {
return true
}
count, err := share.GlobalCounterManager.GetCount(&share.DailyPeriod, player.GetInfo().UserID, 1377)
if err != nil && err != share.ErrCacheMiss {
return true
}
if err == share.ErrCacheMiss {
count = 0
}
if count >= 10 {
return true
}
if !player.ItemAdd(1400352, 500) {
return true
}
_, _ = share.GlobalCounterManager.IncrCount(&share.DailyPeriod, player.GetInfo().UserID, 1377)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1373, &Effect1373{})
input.InitEffect(input.EffectType.Skill, 1374, &Effect1374{})
input.InitEffect(input.EffectType.Sub, 1374, &Effect1374Sub{})
input.InitEffect(input.EffectType.Skill, 1375, &Effect1375{})
input.InitEffect(input.EffectType.Sub, 1375, &Effect1375Sub{})
input.InitEffect(input.EffectType.Skill, 1376, &Effect1376{})
input.InitEffect(input.EffectType.Skill, 1377, &Effect1377{})
}

View File

@@ -887,6 +887,46 @@ var effectInfoByID = map[int]string{
1335: "{0}%令对手{1},未触发则随机吸取对手{2}项属性-{3},并将该属性附加给自己",
1336: "{0}回合内每回合使用技能附加自身最大体力值与攻击值总和{1}%的百分比伤害",
1337: "自身体力高于对手则{0}%令对手{1},未触发{2}则消除对手回合类效果",
1338: "全属性+{0},对手处于能力下降状态时强化效果翻倍",
1339: "若对手不处于异常状态则下{0}回合攻击{1}%使对手进入{2}状态",
1340: "命中后附加对手最大体力1/2的百分比伤害若未命中则自身死亡且己方下只出战精灵令对手下1次使用的攻击技能无效",
1341: "造成的伤害高于{0}则恢复自身最大体力的1/{1}",
1342: "为自身附加{0}点护罩",
1343: "消除对手回合类效果,消除成功则下{0}次受到的伤害转化为自身体力",
1344: "全属性+{0},后出手时自身强化效果翻倍",
1345: "消耗自身全部体力,{0}%令对手进入{1}种控制类异常状态未触发异常状态则附加对手最大体力1/{2}的百分比伤害",
1346: "{0}回合内每回合{1}%令自身全属性+{2},未触发则令对手全属性-{3}",
1347: "反转对手能力提升状态,反转成功则令对手{0},反转失败则消除对手能力提升状态",
1348: "{0}回合内若对手使用属性技能则造成伤害前令对手随机进入{1}种异常状态,未触发则消除对手回合类效果",
1349: "自身处于能力提升状态时80%打出致命一击",
1350: "反转自身能力下降状态,反转成功则对手下{0}回合攻击技能无效",
1351: "获得{0}点护罩,护罩消失时使对手下{1}次攻击技能无效",
1352: "解除自身能力下降状态,解除成功则自身全属性+{0}",
1353: "{0}回合内若自身先出手则{1}%令对手{2},未触发则消除对手回合类效果",
1354: "吸取对手能力提升状态,吸取成功则吸取对手{0}点体力,若对手不处于能力提升状态则令对手全属性-{1}",
1355: "若打出致命一击则自身免疫下{0}次受到的异常状态",
1356: "打出致命一击则附加对手最大体力1/{0}的百分比伤害",
1357: "后出手时造成的伤害提高{0}%",
1358: "{0}回合内每回合{1}%闪避对手攻击,未触发则令对手下{2}次使用的攻击技能无效",
1359: "将自身能力下降状态反馈给对手,反馈成功则自身全属性+{0},反馈失败则解除自身能力下降状态",
1360: "自己出手时若自身体力高于对手则造成的伤害提升{0}%",
1361: "消除对手能力提升状态,消除成功则恢复自身所有体力,若对手不处于能力提升状态则{0}回合内对手无法通过自身技能恢复体力",
1362: "先出手时吸取对手{0}点体力",
1363: "造成的伤害低于{0}则{1}%令对手{2},未触发则消除对手回合类效果",
1364: "令对手随机进入烧伤、冻伤、中毒、焚烬、冰封、感染中的2种异常状态未触发控制类异常状态则2回合内令对手使用的属性技能无效",
1365: "命中后{0}%令对手{1},自身每损失{2}%的体力则进入异常概率提升{3}%",
1366: "附加攻击伤害{0}%的百分比伤害,每次使用增加{1}%,最高{2}%",
1367: "随机附加{0}种异常状态,未触发则{1}回合内令对手使用的属性技能无效",
1368: "消除对手所有护盾效果,消除成功则对手下{0}回合所有技能失效",
1369: "{0}回合内每回合{1}%令对手使用的攻击技能无效,未触发则当回合受到的攻击伤害减少{2}%",
1370: "消除对手回合类效果,消除成功则对手{0},未触发则{1}回合内对手无法通过自身技能恢复体力",
1371: "若自身未满体力则吸取对手最大体力的1/{0}",
1372: "{0}回合内对手使用攻击技能则{1}%{2},未触发则消除对手回合类效果",
1373: "直接造成{0}点冰系伤害,自身每处于一种能力提升状态则造成的伤害提高{1}%",
1374: "命中后100%秒杀对方若MISS则自身死亡消除对手回合类效果且100%令对手冰封同时令我方下一只出场精灵3回合内获得冰之祝福效果",
1375: "自身下{0}回合获得了冰之祝福",
1376: "{0}回合内自身使用攻击技能则{1}%令对手{2}未触发则吸取对手最大体力的1/{3}",
1377: "使用后在战斗结束时可以获得500泰坦之灵每日上限5000",
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",