This commit is contained in:
@@ -46,6 +46,83 @@ func (e *BossJsonEid41) TurnStart(fattack, sattack *action.SelectSkillAction) {
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}
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}
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// 42: 迅捷,所有技能先制+n
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type BossJsonEid42 struct{ BossJsonEid0 }
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func (e *BossJsonEid42) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if !e.ownerActive() {
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return true
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}
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priority := bossJsonIntArg(e.Args(), 0, 0)
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if priority == 0 {
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return true
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}
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userID := e.Ctx().Our.Player.GetInfo().UserID
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if fattack != nil && fattack.PlayerID == userID && fattack.SkillEntity != nil {
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fattack.SkillEntity.XML.Priority += priority
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}
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if sattack != nil && sattack.PlayerID == userID && sattack.SkillEntity != nil {
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sattack.SkillEntity.XML.Priority += priority
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}
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return true
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}
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// 7: 致盲,闪避率提升n%
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type BossJsonEid7 struct{ BossJsonEid0 }
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func (e *BossJsonEid7) SkillHit_ex() bool {
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if !e.ownerActive() || e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.AttackTime == 2 {
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return true
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}
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hit, _, _ := e.Input.Player.Roll(bossJsonFirstPositiveArg(e.Args(), 0), 100)
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if hit {
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e.Ctx().SkillEntity.SetMiss()
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}
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return true
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}
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// 8: 锁定,n%打出致命一击
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type BossJsonEid8 struct{ BossJsonEid0 }
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func (e *BossJsonEid8) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.ownerActive() || !bossJsonIsAttackSkill(e.Ctx().SkillEntity) {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate += bossJsonIntArg(e.Args(), 0, 0)
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return true
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}
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// 45: 锁定,n%打出致命一击
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type BossJsonEid45 struct{ BossJsonEid0 }
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func (e *BossJsonEid45) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.ownerActive() || !bossJsonIsAttackSkill(e.Ctx().SkillEntity) {
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return true
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}
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e.Ctx().SkillEntity.XML.CritRate = bossJsonIntArg(e.Args(), 0, 0)
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return true
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}
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// 77: 锋锐,每回合附加n点固定伤害
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type BossJsonEid77 struct{ BossJsonEid0 }
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func (e *BossJsonEid77) TurnStart(fattack, sattack *action.SelectSkillAction) {
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if !e.ownerActive() {
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return
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}
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damage := bossJsonIntArg(e.Args(), 0, 0)
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if damage <= 0 {
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return
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: alpacadecimal.NewFromInt(int64(damage)),
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})
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}
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// 113: 对手使用技能后全属性-1
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type BossJsonEid113 struct{ BossJsonEid0 }
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@@ -314,6 +391,11 @@ func (e *BossJsonEid1254) TurnEnd() {
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func init() {
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input.InitEffect(input.EffectType.NewSel, 41, &BossJsonEid41{})
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input.InitEffect(input.EffectType.NewSel, 42, &BossJsonEid42{})
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input.InitEffect(input.EffectType.NewSel, 7, &BossJsonEid7{})
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input.InitEffect(input.EffectType.NewSel, 8, &BossJsonEid8{})
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input.InitEffect(input.EffectType.NewSel, 45, &BossJsonEid45{})
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input.InitEffect(input.EffectType.NewSel, 77, &BossJsonEid77{})
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input.InitEffect(input.EffectType.NewSel, 113, &BossJsonEid113{})
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input.InitEffect(input.EffectType.NewSel, 144, &BossJsonEid144{})
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input.InitEffect(input.EffectType.NewSel, 224, &BossJsonEid224{})
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@@ -33,22 +33,34 @@ func (e *Effect2220) SkillHit() 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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if e.Ctx().Our.Prop[1] > e.Ctx().Our.Prop[0] {
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e.Ctx().SkillEntity.XML.Power = int(e.Ctx().Our.Prop[1])
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return true
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atk := e.Ctx().Our.GetProp(0)
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spAtk := e.Ctx().Our.GetProp(2)
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if spAtk.Cmp(atk) > 0 {
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e.Ctx().SkillEntity.XML.Category = int(info.Category.SPECIAL)
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} else if atk.Cmp(spAtk) > 0 {
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e.Ctx().SkillEntity.XML.Category = int(info.Category.PHYSICAL)
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}
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e.Ctx().SkillEntity.XML.Power = int(e.Ctx().Our.Prop[0])
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return true
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}
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// Effect 2221: {0}回合内每回合{1}%闪避对手攻击,对手攻击技能命中时令对手随机{2}个技能PP值归0
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type Effect2221 struct{ node.EffectNode }
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type Effect2221 struct{ RoundEffectArg0Base }
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func (e *Effect2221) SkillHit_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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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
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e.Ctx().SkillEntity.SetMiss()
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}
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return true
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}
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func (e *Effect2221) 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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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok && e.Ctx().SkillEntity.AttackTime != 0 {
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if e.Ctx().SkillEntity.AttackTime != 0 {
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e.Ctx().Opp.DelPP(int(e.Args()[2].IntPart()))
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}
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return true
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@@ -61,6 +73,9 @@ func (e *Effect2222) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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return true
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}
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if e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
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return true
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}
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if e.Ctx().Opp.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetMaxHP()) >= 0 {
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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}
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@@ -68,26 +83,55 @@ func (e *Effect2222) Damage_Mul(zone *info.DamageZone) bool {
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}
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// Effect 2223: 若对手当回合切换精灵则造成伤害提升
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type Effect2223 struct{ node.EffectNode }
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type Effect2223 struct {
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node.EffectNode
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opponentSwitched bool
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}
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func (e *Effect2223) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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e.opponentSwitched = false
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ourAction := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if ourAction == nil || ourAction.SkillEntity == nil {
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return true
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}
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if oppAction := actionByPlayer(fattack, sattack, e.Ctx().Opp.UserID); oppAction != nil {
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return true
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}
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e.opponentSwitched = e.Ctx().Opp != nil && e.Ctx().Opp.CanChange == 1
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return true
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}
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func (e *Effect2223) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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return true
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}
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if e.Ctx().Opp.CurrentPet != nil && e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
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if e.opponentSwitched {
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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}
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return true
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}
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// Effect 2224: 若对手当回合选择属性技能则造成伤害提升
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type Effect2224 struct{ node.EffectNode }
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type Effect2224 struct {
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node.EffectNode
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oppSelectedStatus bool
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}
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func (e *Effect2224) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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e.oppSelectedStatus = false
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oppAction := actionByPlayer(fattack, sattack, e.Ctx().Opp.UserID)
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if oppAction == nil || oppAction.SkillEntity == nil {
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return true
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}
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e.oppSelectedStatus = oppAction.SkillEntity.Category() == info.Category.STATUS
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return true
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}
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func (e *Effect2224) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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return true
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}
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if e.Ctx().Opp.AttackTime == 0 {
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if e.oppSelectedStatus {
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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}
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return true
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199
logic/service/fight/effect/780_784.go
Normal file
199
logic/service/fight/effect/780_784.go
Normal file
@@ -0,0 +1,199 @@
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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 780: {0}回合内受到攻击则{1}%令对手随机{2}个技能PP值归零
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type Effect780 struct {
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node.EffectNode
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}
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func (e *Effect780) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 780, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect780Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect780Sub) Skill_Use_ex() bool {
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if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil {
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return true
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}
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if 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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return true
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}
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[2].IntPart()))
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return true
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}
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// Effect 781: 消除对手回合类效果,消除成功则{0}回合内令对手使用的属性技能无效
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type Effect781 struct {
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node.EffectNode
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}
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func (e *Effect781) Skill_Use() bool {
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if len(e.Args()) == 0 {
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return true
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}
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before := activeTurnEffectCount(e.Ctx().Opp)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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if before <= 0 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 781, int(e.Args()[0].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect781Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect781Sub) 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.SetMiss()
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return true
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}
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// Effect 782: {0}%令对手{1},每次使用概率增加{2}%,最高概率{3}%
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type Effect782 struct {
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node.EffectNode
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useCount int
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}
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func (e *Effect782) OnSkill() bool {
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if len(e.Args()) < 4 {
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return true
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}
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chance := int(e.Args()[0].IntPart()) + e.useCount*int(e.Args()[2].IntPart())
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maxChance := int(e.Args()[3].IntPart())
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if chance > maxChance {
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chance = maxChance
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}
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success, _, _ := e.Input.Player.Roll(chance, 100)
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e.useCount++
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if !success {
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return true
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}
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addStatusByID(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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// Effect 783: {0}回合内自身能力提升状态被消除或吸取时附加对手最大体力1/{1}的百分比伤害
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type Effect783 struct {
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node.EffectNode
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}
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func (e *Effect783) 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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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 783, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect783Sub struct {
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RoundEffectArg0Base
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triggered bool
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}
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func (e *Effect783Sub) PropBefer(in *input.Input, prop int8, level int8) bool {
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if len(e.Args()) < 2 || in != e.Ctx().Our || e.triggered {
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return true
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}
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if int(prop) < 0 || int(prop) >= len(e.Ctx().Our.Prop) {
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return true
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}
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if level > 0 || e.Ctx().Our.Prop[prop] <= 0 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[1])
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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|
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e.triggered = true
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: damage,
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})
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return true
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}
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func (e *Effect783Sub) Action_end() bool {
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e.triggered = false
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return true
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}
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func (e *Effect783Sub) Action_end_ex() bool {
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e.triggered = false
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return true
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}
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// Effect 784: 若本回合击败对手则将对手的能力提升效果转移到自己身上
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type Effect784 struct {
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node.EffectNode
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}
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|
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func (e *Effect784) Skill_Use() bool {
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if e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
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return true
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}
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|
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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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}
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}
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return true
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}
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|
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func init() {
|
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input.InitEffect(input.EffectType.Skill, 780, &Effect780{})
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input.InitEffect(input.EffectType.Sub, 780, &Effect780Sub{})
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input.InitEffect(input.EffectType.Skill, 781, &Effect781{})
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input.InitEffect(input.EffectType.Sub, 781, &Effect781Sub{})
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input.InitEffect(input.EffectType.Skill, 782, &Effect782{})
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input.InitEffect(input.EffectType.Skill, 783, &Effect783{})
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input.InitEffect(input.EffectType.Sub, 783, &Effect783Sub{})
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input.InitEffect(input.EffectType.Skill, 784, &Effect784{})
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}
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212
logic/service/fight/effect/790_794.go
Normal file
212
logic/service/fight/effect/790_794.go
Normal file
@@ -0,0 +1,212 @@
|
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package effect
|
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|
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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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||||
|
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"github.com/alpacahq/alpacadecimal"
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)
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|
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// Effect 790: {0}回合内自身所有攻击无视伤害限制效果
|
||||
type Effect790 struct {
|
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node.EffectNode
|
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}
|
||||
|
||||
func (e *Effect790) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 {
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return true
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||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 790, int(e.Args()[0].IntPart()))
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||||
if effect != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
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||||
}
|
||||
|
||||
type Effect790Sub struct {
|
||||
RoundEffectArg0Base
|
||||
disabled []input.Effect
|
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}
|
||||
|
||||
func (e *Effect790Sub) SkillHit() bool {
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
e.disabled = e.disabled[:0]
|
||||
for _, effect := range e.Ctx().Opp.Effects {
|
||||
if effect == nil || !effect.Alive() {
|
||||
continue
|
||||
}
|
||||
if _, ok := effect697IgnoredLimitIDs[int(effect.ID().Suffix())]; !ok {
|
||||
continue
|
||||
}
|
||||
|
||||
effect.Alive(false)
|
||||
e.disabled = append(e.disabled, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect790Sub) Skill_Use() bool {
|
||||
restoreTemporarilyDisabledEffects(e.disabled)
|
||||
e.disabled = e.disabled[:0]
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect790Sub) Action_end() bool {
|
||||
restoreTemporarilyDisabledEffects(e.disabled)
|
||||
e.disabled = e.disabled[:0]
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 791: {0}回合内每回合使用技能恢复自身最大体力的1/{1},恢复体力时若自身当前体力低于对手则恢复效果翻倍
|
||||
type Effect791 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect791) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 791, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
|
||||
if effect != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect791Sub struct {
|
||||
RoundEffectArg0Base
|
||||
}
|
||||
|
||||
func (e *Effect791Sub) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
|
||||
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) < 0 {
|
||||
heal = heal.Mul(alpacadecimal.NewFromInt(2))
|
||||
}
|
||||
if heal.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 792: 先出手时对手当回合攻击技能无效
|
||||
type Effect792 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect792) Skill_Use() bool {
|
||||
if !e.IsFirst() {
|
||||
return true
|
||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 792, 1)
|
||||
if effect != nil {
|
||||
e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect792Sub struct {
|
||||
FixedDuration1Base
|
||||
}
|
||||
|
||||
func (e *Effect792Sub) 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 793: 若造成的伤害低于{0},则下{1}回合每回合造成{2}点固定伤害
|
||||
type Effect793 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect793) Skill_Use() bool {
|
||||
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) >= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 793, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
|
||||
if effect != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect793Sub struct {
|
||||
RoundEffectArg0Base
|
||||
}
|
||||
|
||||
func (e *Effect793Sub) TurnEnd() {
|
||||
if len(e.Args()) >= 2 && e.Ctx().Opp.CurrentPet != nil && e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: e.Args()[1],
|
||||
})
|
||||
}
|
||||
e.EffectNode.TurnEnd()
|
||||
}
|
||||
|
||||
// Effect 794: 消除对手能力提升,消除成功可以抵挡{0}回合内对手的攻击伤害
|
||||
type Effect794 struct {
|
||||
node.EffectNode
|
||||
}
|
||||
|
||||
func (e *Effect794) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
|
||||
return true
|
||||
}
|
||||
|
||||
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 794, int(e.Args()[0].IntPart()))
|
||||
if effect != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect794Sub struct {
|
||||
RoundEffectArg0Base
|
||||
}
|
||||
|
||||
func (e *Effect794Sub) DamageLockEx(zone *info.DamageZone) bool {
|
||||
if zone == nil || zone.Type != info.DamageType.Red {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
|
||||
zone.Damage = alpacadecimal.Zero
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 790, &Effect790{})
|
||||
input.InitEffect(input.EffectType.Sub, 790, &Effect790Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 791, &Effect791{})
|
||||
input.InitEffect(input.EffectType.Sub, 791, &Effect791Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 792, &Effect792{})
|
||||
input.InitEffect(input.EffectType.Sub, 792, &Effect792Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 793, &Effect793{})
|
||||
input.InitEffect(input.EffectType.Sub, 793, &Effect793Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 794, &Effect794{})
|
||||
input.InitEffect(input.EffectType.Sub, 794, &Effect794Sub{})
|
||||
}
|
||||
@@ -507,6 +507,26 @@ var effectInfoByID = map[int]string{
|
||||
766: "消除对手能力提升状态,消除成功则{0}回合内对手造成的攻击伤害不超过{1}点",
|
||||
767: "{0}回合内每回合使用技能且出手流程结束后若对手处于能力下降状态则附加给对手{1}点固定伤害",
|
||||
768: "对手每处于一种异常状态则附加{0}点固定伤害",
|
||||
774: "若自身当前体力高于对手则附加对手最大体力1/{0}的百分比伤害",
|
||||
775: "{0}回合内若受到的伤害大于{1},则恢复自身所有体力",
|
||||
777: "消除对手能力上升状态,消除成功下{0}回合必定先出手",
|
||||
778: "反转对手的能力提升状态,反转成功则恢复自身所有体力",
|
||||
779: "若对手处于能力提升状态则先制+2",
|
||||
780: "{0}回合内受到攻击则{1}%令对手随机{2}个技能PP值归零",
|
||||
781: "消除对手回合类效果,消除成功则{0}回合内令对手使用的属性技能无效",
|
||||
782: "{0}%令对手{1},每次使用概率增加{2}%,最高概率{3}%",
|
||||
783: "{0}回合内自身能力提升状态被消除或吸取时附加对手最大体力1/{1}的百分比伤害",
|
||||
784: "若本回合击败对手则将对手的能力提升效果转移到自己身上",
|
||||
785: "若自身攻击对手时克制关系为微弱则先制+2",
|
||||
786: "令对手随机进入{0}种异常状态",
|
||||
787: "{0}回合内使用技能后若对手处于能力提升状态则附加对手最大体力1/{1}的百分比伤害",
|
||||
788: "消除对手能力提升,消除成功{0}回合内免疫异常状态",
|
||||
789: "消除对手回合类效果,消除成功对手下{0}回合受到的伤害翻倍",
|
||||
790: "{0}回合内自身所有攻击无视伤害限制效果",
|
||||
791: "{0}回合内每回合使用技能恢复自身最大体力的1/{1},恢复体力时若自身当前体力低于对手则恢复效果翻倍",
|
||||
792: "先出手时对手当回合攻击技能无效",
|
||||
793: "若造成的伤害低于{0},则下{1}回合每回合造成{2}点固定伤害",
|
||||
794: "消除对手能力提升,消除成功可以抵挡{0}回合内对手的攻击伤害",
|
||||
|
||||
841: "使对手和自身同时降低1/{0}最大体力",
|
||||
842: "若自身处于能力提升状态则造成的攻击伤害额外提升{0}%",
|
||||
|
||||
Reference in New Issue
Block a user