Merge branches 'main' and 'main' of https://cnb.cool/blzing/blazing
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This commit is contained in:
159
logic/service/fight/effect/1072_1076.go
Normal file
159
logic/service/fight/effect/1072_1076.go
Normal file
@@ -0,0 +1,159 @@
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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 1072: 附加自身当前体力{0}%的百分比伤害,连续使用每次增加{1}%,最高{2}%
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type Effect1072 struct {
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node.EffectNode
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bonus int
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}
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func (e *Effect1072) OnSkill() bool {
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if len(e.Args()) < 3 {
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return true
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}
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percent := int(e.Args()[0].IntPart()) + e.bonus
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maxPercent := int(e.Args()[2].IntPart())
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if percent > maxPercent {
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percent = maxPercent
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}
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if percent <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetHP().Mul(alpacadecimal.NewFromInt(int64(percent))).Div(hundred)
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
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}
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e.bonus += int(e.Args()[1].IntPart())
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return true
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}
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// Effect 1073: {0}回合内受到的伤害大于{1}则主动恢复自身全部体力并造成等同于恢复量的固定伤害
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type Effect1073 struct{ node.EffectNode }
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func (e *Effect1073) 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, 1073, 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 Effect1073Sub struct {
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RoundEffectArg0Base
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pending bool
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}
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func (e *Effect1073Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || 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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return true
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}
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e.pending = true
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return true
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}
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func (e *Effect1073Sub) Action_end_ex() bool {
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if !e.pending {
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return true
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}
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e.pending = false
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missing := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP())
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if missing.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, missing)
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: missing})
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return true
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}
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// Effect 1074: 造成的伤害大于{0}则对手{1}%{2},未触发则自身下{3}回合攻击有{4}%的概率使对手{5}
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type Effect1074 struct{ node.EffectNode }
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func (e *Effect1074) Skill_Use() bool {
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if len(e.Args()) < 6 {
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return true
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}
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) > 0 {
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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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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
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return true
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}
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1074, int(e.Args()[3].IntPart()), int(e.Args()[4].IntPart()), int(e.Args()[5].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 Effect1074Sub struct{ RoundEffectArg0Base }
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func (e *Effect1074Sub) OnSkill() bool {
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if len(e.Args()) < 3 || 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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success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if success {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
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}
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return true
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}
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// Effect 1075: 恢复自身最大体力的1/{0},自身体力低于1/{1}时回满
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type Effect1075 struct{ node.EffectNode }
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func (e *Effect1075) OnSkill() bool {
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if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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currentHP := e.Ctx().Our.CurrentPet.GetHP()
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heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if currentHP.Mul(e.Args()[1]).Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) < 0 {
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heal = e.Ctx().Our.CurrentPet.GetMaxHP().Sub(currentHP)
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}
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if heal.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
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return true
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}
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// Effect 1076: 对手不处于能力提升状态时先制+2
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type Effect1076 struct{ node.EffectNode }
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func (e *Effect1076) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if e.Ctx().Opp.HasPropADD() {
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return true
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}
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil {
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return true
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}
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current.SkillEntity.XML.Priority += 2
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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, 1072, &Effect1072{})
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input.InitEffect(input.EffectType.Skill, 1073, &Effect1073{})
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input.InitEffect(input.EffectType.Sub, 1073, &Effect1073Sub{})
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input.InitEffect(input.EffectType.Skill, 1074, &Effect1074{})
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input.InitEffect(input.EffectType.Sub, 1074, &Effect1074Sub{})
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input.InitEffect(input.EffectType.Skill, 1075, &Effect1075{})
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input.InitEffect(input.EffectType.Skill, 1076, &Effect1076{})
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}
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180
logic/service/fight/effect/1077_1081.go
Normal file
180
logic/service/fight/effect/1077_1081.go
Normal file
@@ -0,0 +1,180 @@
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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/gogf/gf/v2/util/grand"
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)
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var effect1078Statuses = []int{
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int(info.PetStatus.Burned),
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int(info.PetStatus.Frozen),
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int(info.PetStatus.Poisoned),
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int(info.PetStatus.Paralysis),
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int(info.PetStatus.Fear),
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int(info.PetStatus.Sleep),
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}
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func activeStatusCount(target *input.Input, statuses []int) int {
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if target == nil {
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return 0
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}
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count := 0
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for _, statusID := range statuses {
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if target.StatEffect_Exist(info.EnumPetStatus(statusID)) {
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count++
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}
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}
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return count
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}
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// Effect 1077: {0}回合内对手使用攻击技能后使对手{1},未触发则对手下{2}回合属性技能命中效果失效
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type Effect1077 struct{ RoundEffectArg0Base }
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func (e *Effect1077) Skill_Use_ex() bool {
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if len(e.Args()) < 3 || 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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statusID := int(e.Args()[1].IntPart())
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before := e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(statusID))
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, statusID)
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if before || e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(statusID)) {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1077, int(e.Args()[2].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 Effect1077Sub struct{ RoundEffectArg0Base }
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func (e *Effect1077Sub) SkillHit_ex() bool {
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if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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e.Ctx().SkillEntity.XML.MustHit = 1
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}
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return true
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}
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// Effect 1078: 使对手随机进入{0}种异常状态,未触发则下{1}回合自身属性技能先制+{2}
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type Effect1078 struct{ node.EffectNode }
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func (e *Effect1078) OnSkill() bool {
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if len(e.Args()) < 3 {
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return true
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}
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count := int(e.Args()[0].IntPart())
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if count > len(effect1078Statuses) {
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count = len(effect1078Statuses)
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}
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before := activeStatusCount(e.Ctx().Opp, effect1078Statuses)
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if count > 0 {
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for _, idx := range grand.Perm(len(effect1078Statuses))[:count] {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, effect1078Statuses[idx])
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}
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}
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if activeStatusCount(e.Ctx().Opp, effect1078Statuses) > before {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1078, int(e.Args()[1].IntPart()), int(e.Args()[2].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 Effect1078Sub struct{ RoundEffectArg0Base }
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func (e *Effect1078Sub) 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 += int(e.Args()[1].IntPart())
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return true
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}
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// Effect 1079: 命中后{0}%令对手{1},未触发则下{2}回合自身攻击技能先制+{3}
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type Effect1079 struct{ node.EffectNode }
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func (e *Effect1079) OnSkill() bool {
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if len(e.Args()) < 4 || 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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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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||||
if success {
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applyStatusByID(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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1079, int(e.Args()[2].IntPart()), 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 Effect1079Sub struct{ RoundEffectArg0Base }
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||||
func (e *Effect1079Sub) 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 {
|
||||
return true
|
||||
}
|
||||
current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
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||||
return true
|
||||
}
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// Effect 1080: 连续使用时先制+1
|
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type Effect1080 struct {
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||||
node.EffectNode
|
||||
lastSkillID int
|
||||
}
|
||||
|
||||
func (e *Effect1080) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
|
||||
if current == nil || current.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if e.lastSkillID != 0 && current.SkillEntity.XML.ID == e.lastSkillID {
|
||||
current.SkillEntity.XML.Priority += 1
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1080) SkillHit() bool {
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
e.lastSkillID = e.Ctx().SkillEntity.XML.ID
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1081: 若对手处于能力提升状态则先制+1
|
||||
type Effect1081 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1081) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
if !e.Ctx().Opp.HasPropADD() {
|
||||
return true
|
||||
}
|
||||
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
|
||||
if current == nil || current.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
current.SkillEntity.XML.Priority += 1
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1077, &Effect1077{})
|
||||
input.InitEffect(input.EffectType.Sub, 1077, &Effect1077Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1078, &Effect1078{})
|
||||
input.InitEffect(input.EffectType.Sub, 1078, &Effect1078Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1079, &Effect1079{})
|
||||
input.InitEffect(input.EffectType.Sub, 1079, &Effect1079Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1080, &Effect1080{})
|
||||
input.InitEffect(input.EffectType.Skill, 1081, &Effect1081{})
|
||||
}
|
||||
169
logic/service/fight/effect/1173_1177.go
Normal file
169
logic/service/fight/effect/1173_1177.go
Normal file
@@ -0,0 +1,169 @@
|
||||
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 1173: 未击败对手则回合结束后附加百分比伤害
|
||||
type Effect1173 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1173) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1173, int(e.Args()[0].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1173Sub struct{ FixedDuration1Base }
|
||||
|
||||
func (e *Effect1173Sub) TurnEnd() {
|
||||
defer e.Alive(false)
|
||||
if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
|
||||
return
|
||||
}
|
||||
|
||||
divisor := e.Args()[0]
|
||||
if divisor.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(divisor)
|
||||
if damage.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
|
||||
}
|
||||
|
||||
// Effect 1174: 自身处于能力提升状态则先制+2
|
||||
type Effect1174 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1174) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
if !e.Ctx().Our.HasPropADD() {
|
||||
return true
|
||||
}
|
||||
|
||||
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
|
||||
if current == nil || current.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
current.SkillEntity.XML.Priority += 2
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1175: 获得护盾,护盾消失时恢复生命
|
||||
type Effect1175 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1175) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
|
||||
return true
|
||||
}
|
||||
if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.AddShield(e.Args()[0])
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1175, int(e.Args()[1].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1175Sub struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1175Sub) SetArgs(t *input.Input, a ...int) {
|
||||
e.EffectNode.SetArgs(t, a...)
|
||||
e.CanStack(false)
|
||||
e.Duration(-1)
|
||||
}
|
||||
|
||||
func (e *Effect1175Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
|
||||
return true
|
||||
}
|
||||
if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 {
|
||||
return true
|
||||
}
|
||||
if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
|
||||
if heal.Cmp(alpacadecimal.Zero) > 0 {
|
||||
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
|
||||
}
|
||||
e.Alive(false)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1176: 概率倍伤,未触发则附加固伤
|
||||
type Effect1176 struct {
|
||||
node.EffectNode
|
||||
multiplied bool
|
||||
}
|
||||
|
||||
func (e *Effect1176) SkillHit() bool {
|
||||
e.multiplied = false
|
||||
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.multiplied, _, _ = e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1176) Damage_Mul(zone *info.DamageZone) bool {
|
||||
if !e.multiplied || zone == nil || zone.Type != info.DamageType.Red {
|
||||
return true
|
||||
}
|
||||
|
||||
zone.Damage = zone.Damage.Mul(e.Args()[1])
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1176) OnSkill() bool {
|
||||
if e.multiplied || len(e.Args()) < 3 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
|
||||
return true
|
||||
}
|
||||
if e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.Args()[2]})
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1177: 自身能力提升状态翻倍
|
||||
type Effect1177 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1177) Skill_Use() bool {
|
||||
for i, v := range e.Ctx().Our.Prop[:] {
|
||||
if v <= 0 {
|
||||
continue
|
||||
}
|
||||
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1173, &Effect1173{})
|
||||
input.InitEffect(input.EffectType.Sub, 1173, &Effect1173Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1174, &Effect1174{})
|
||||
input.InitEffect(input.EffectType.Skill, 1175, &Effect1175{})
|
||||
input.InitEffect(input.EffectType.Sub, 1175, &Effect1175Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1176, &Effect1176{})
|
||||
input.InitEffect(input.EffectType.Skill, 1177, &Effect1177{})
|
||||
}
|
||||
@@ -601,6 +601,16 @@ var effectInfoByID = map[int]string{
|
||||
1069: "反转自身能力下降状态,反转成功则{0}回合内躲避所有攻击",
|
||||
1070: "对手处于能力下降状态时自身先制+1",
|
||||
1071: "{0}回合内若对手恢复体力(药剂恢复除外),则{1}回合内自身攻击附加{2}点固定伤害",
|
||||
1072: "附加自身当前体力{0}%的百分比伤害,连续使用每次增加{1}%,最高{2}%",
|
||||
1073: "{0}回合内受到的伤害大于{1}则主动恢复自身全部体力并造成等同于恢复量的固定伤害",
|
||||
1074: "造成的伤害大于{0}则对手{1}%{2},未触发则自身下{3}回合攻击有{4}%的概率使对手{5}",
|
||||
1075: "恢复自身最大体力的1/{0},自身体力低于1/{1}时回满",
|
||||
1076: "对手不处于能力提升状态时先制+2",
|
||||
1077: "{0}回合内对手使用攻击技能后使对手{1},未触发则对手下{2}回合属性技能命中效果失效",
|
||||
1078: "使对手随机进入{0}种异常状态,未触发则下{1}回合自身属性技能先制+{2}",
|
||||
1079: "命中后{0}%令对手{1},未触发则下{2}回合自身攻击技能先制+{3}",
|
||||
1080: "连续使用时先制+1",
|
||||
1081: "若对手处于能力提升状态则先制+1",
|
||||
1097: "造成的攻击伤害若低于280则令对手疲惫;未击败对手则令对手下1回合使用的攻击技能无效;技能结束后对手体力值高于0,则50%进行一次额外行动以触发星皇之怒(星皇之怒:50%令对手失明,未触发则2回合内令对手使用的属性技能无效)",
|
||||
1098: "致命一击率提升20%,每次使用增加20%,最高100%;打出致命一击后令自身下2次技能触发的星皇之怒威力不再减少;技能结束后对手体力值高于0,则50%进行一次额外行动以触发星皇之怒(星皇之怒:下2次自身使用的攻击技能先制+2)",
|
||||
1099: "消除对手能力提升状态,消除成功则自身免疫下{0}次受到的异常状态",
|
||||
@@ -617,6 +627,11 @@ var effectInfoByID = map[int]string{
|
||||
1110: "反转对手能力提升状态,反转成功则令对手下{0}次属性技能失效,反转失败则消除对手能力提升状态",
|
||||
1111: "{0}%令对手{1},未触发则{2}回合内自身造成的攻击伤害额外提升{3}%",
|
||||
1146: "双方每处于{0}种能力提升状态则附加{1}点固定伤害",
|
||||
1173: "未击败对手则回合结束后附加对手最大体力1/{0}的百分比伤害(自身体力为0时也可触发)",
|
||||
1174: "若自身处于能力提升状态则先制+2",
|
||||
1175: "获得{0}点护盾,护盾消失时恢复自身最大体力的1/{1}",
|
||||
1176: "{0}%概率伤害为{1}倍,未触发则附加{2}点固定伤害",
|
||||
1177: "自身处于能力提升状态则使自身能力提升状态翻倍",
|
||||
1213: "{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",
|
||||
1214: "对手处于异常状态则吸取对手{0}点体力",
|
||||
1215: "消除对手所有护盾效果,消除成功则使对手全属性-{0},自身体力低于对手时弱化效果翻倍",
|
||||
|
||||
Reference in New Issue
Block a user