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@@ -29,6 +29,35 @@ func clearOwnStatusEffects(target *input.Input) bool {
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return cleared
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}
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func tryAddStatusByID(owner, target *input.Input, statusID int) bool {
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if owner == nil || target == nil {
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return false
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}
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existing := target.GetEffect(input.EffectType.Status, statusID)
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beforeStack := 0
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beforeDuration := 0
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if existing != nil && existing.Alive() {
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beforeStack = existing.Stack()
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beforeDuration = existing.Duration()
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}
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eff := owner.InitEffect(input.EffectType.Status, statusID)
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if eff == nil {
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return false
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}
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target.AddEffect(owner, eff)
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after := target.GetEffect(input.EffectType.Status, statusID)
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if after == nil || !after.Alive() {
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return false
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}
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if existing == nil || !existing.Alive() {
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return true
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}
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return after.Stack() > beforeStack || after.Duration() > beforeDuration
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}
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func countLightDarkSkills(target *input.Input) (light, dark int) {
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if target == nil || target.CurrentPet == nil {
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return 0, 0
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@@ -203,7 +232,7 @@ func (e *Effect2199) Skill_Use() bool {
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return true
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}
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// Effect 2200: 令双方行动条件失效
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// Effect 2200: 令双方进入{0},任意一方未触发则额外令对手进入{1}
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type Effect2200 struct {
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node.EffectNode
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}
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@@ -212,8 +241,13 @@ func (e *Effect2200) 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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if e.Ctx().Opp.CurrentPet != nil {
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e.Ctx().Opp.DelPP(int(e.Args()[0].IntPart()))
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statusID := int(e.Args()[0].IntPart())
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fallbackID := int(e.Args()[1].IntPart())
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ourOK := tryAddStatusByID(e.Ctx().Our, e.Ctx().Our, statusID)
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oppOK := tryAddStatusByID(e.Ctx().Our, e.Ctx().Opp, statusID)
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if !ourOK || !oppOK {
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tryAddStatusByID(e.Ctx().Our, e.Ctx().Opp, fallbackID)
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}
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return true
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}
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@@ -252,6 +286,7 @@ func (e *Effect2202) Skill_Use() bool {
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return true
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}
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light, dark := countLightDarkSkills(e.Ctx().Our)
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// 光暗相等时,吸取与必定暴击都可以同时生效。
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if dark < light {
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return true
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}
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@@ -304,24 +339,22 @@ func (e *Effect2203) Skill_Use_ex() bool {
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type Effect2203Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect2203Sub) 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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e.remaining = 1
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}
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func (e *Effect2203Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
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func (e *Effect2203Sub) SkillHit_ex() 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.remaining--
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if e.remaining <= 0 {
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e.Alive(false)
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}
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zone.Damage = alpacadecimal.Zero
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e.Ctx().SkillEntity.SetNoSide()
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e.Ctx().SkillEntity.AttackTime = 0
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e.Alive(false)
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return true
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}
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@@ -828,6 +828,11 @@ var effectInfoByID = map[int]string{
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1692: "{0}%的概率造成伤害翻倍,终阶源盾处于激活状态时概率提升至{1}%",
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1693: "{0}回合内每回合使用技能附加对手最大体力1/{1}的百分比伤害,对手免疫百分比伤害时额外附加{2}点真实伤害",
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1694: "随机吸取对手{0}-{1}点体力,若自身处于能力提升状态则效果转变为{2}-{3}点",
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2200: "令双方{0},任意一方未触发则额外令对手{1}",
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2201: "自身携带技能中含有的光系多于暗影系时{0}%令对手疲惫,暗影系多于光系时{0}%令对手害怕",
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2202: "自身携带技能中含有的光系不少于暗影系时必定打出致命一击,暗影系不少于光系时吸取对手最大体力的1/{0}",
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2203: "技能无效时,免疫下次对手的攻击",
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2204: "技能威力减少{0}%,对手处于异常状态时改为提升{1}%",
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926: "反转自身能力下降状态,反转成功则下{0}回合先制+{1}",
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927: "{0}回合内每回合使用技能则出手流程结束后恢复自身最大体力的1/{1},恢复体力时若自身体力低于最大体力的1/{2}则附加给对手等量百分比伤害",
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928: "消除对手回合类效果,消除成功则己方免疫下{0}次受到的异常状态",
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