Merge branch 'main' of https://cnb.cool/blzing/blazing
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@@ -25,7 +25,7 @@ func (e *Effect1067) Skill_Use() bool {
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type Effect1067Sub struct{ RoundEffectArg0Base }
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func (e *Effect1067Sub) OnSkill() bool {
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func (e *Effect1067Sub) Skill_Use() bool {
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if len(e.Args()) < 4 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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@@ -146,10 +146,13 @@ func (e *Effect1071) Skill_Use() bool {
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type Effect1071Sub struct{ RoundEffectArg0Base }
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func (e *Effect1071Sub) Heal_Pre(_ action.BattleActionI, value *int) bool {
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func (e *Effect1071Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
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if value == nil || *value <= 0 || len(e.Args()) < 3 {
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return true
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}
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if _, ok := ac.(*action.UseItemAction); ok {
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return true
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}
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sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 10711, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if sub != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Opp, sub)
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@@ -157,36 +160,16 @@ func (e *Effect1071Sub) Heal_Pre(_ action.BattleActionI, value *int) bool {
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return true
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}
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type Effect1071BoostSub struct {
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node.EffectNode
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remaining int
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damage alpacadecimal.Decimal
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}
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func (e *Effect1071BoostSub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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if len(a) > 0 {
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e.remaining = a[0]
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}
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if len(a) > 1 {
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e.damage = alpacadecimal.NewFromInt(int64(a[1]))
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}
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}
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type Effect1071BoostSub struct{ RoundEffectArg0Base }
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func (e *Effect1071BoostSub) OnSkill() bool {
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if e.remaining <= 0 || e.damage.Cmp(alpacadecimal.Zero) <= 0 {
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e.Alive(false)
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if len(e.Args()) < 2 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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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().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.damage})
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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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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.Args()[1]})
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return true
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}
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@@ -596,6 +596,11 @@ var effectInfoByID = map[int]string{
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1049: "击败对手则自身全属性+{0}",
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1050: "未击败对手则下{0}回合攻击使对手{1}%{2}",
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1051: "对手体力高于{0}则将对手体力减少到{1}",
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1067: "{0}回合内每回合使用技能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}则恢复效果转变为吸取对手最大体力的1/{3}",
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1068: "下{0}回合受到致命伤害时残留{1}点体力",
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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",
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1070: "对手处于能力下降状态时自身先制+1",
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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",
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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)",
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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)",
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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",
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