feat: 新增技能效果1378-1382
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This commit is contained in:
xinian
2026-04-02 23:32:21 +08:00
committed by cnb
parent 218e23ff81
commit d86b75408b
7 changed files with 320 additions and 36 deletions

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# Task 153: Effects 1378-1382
## 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 1378
- `argsNum`: `9`
- `info`: `全属性+{0}{1}%概率强化效果翻倍,未触发则{2}回合内每回合{3}`
- `param`: `0,3,3`
### Effect 1379
- `argsNum`: `0`
- `info`: `自身不处于能力提升状态时50%的概率打出致命一击`
### Effect 1380
- `argsNum`: `3`
- `info`: `牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}`
### Effect 1381
- `argsNum`: `1`
- `info`: `消除对手回合类效果,消除成功则自身{0}回合内免疫并反弹异常状态`
### Effect 1382
- `argsNum`: `3`
- `info`: `命中后获得{0}层自然祝福,若造成的伤害高于{1}则额外获得{2}层自然祝福`
## 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/input"
"blazing/logic/service/fight/node"
)
// Effect 1378: 全属性+{0}{1}%概率强化效果翻倍,未触发则{2}回合内每回合{3}
type Effect1378 struct{ node.EffectNode }
func (e *Effect1378) OnSkill() bool {
if len(e.Args()) < 9 {
return true
}
boost := int8(e.Args()[0].IntPart())
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
boost *= 2
}
for i := 0; i < 6; i++ {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
}
if ok || e.Args()[2].IntPart() <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(
input.EffectType.Sub,
1378,
int(e.Args()[2].IntPart()),
int(e.Args()[3].IntPart()),
int(e.Args()[4].IntPart()),
int(e.Args()[5].IntPart()),
int(e.Args()[6].IntPart()),
int(e.Args()[7].IntPart()),
int(e.Args()[8].IntPart()),
)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1378Sub struct{ RoundEffectArg0Base }
func (e *Effect1378Sub) TurnEnd() {
if len(e.Args()) >= 7 && e.Ctx().Our.CurrentPet.Info.Hp > 0 {
changes := []int{
int(e.Args()[1].IntPart()),
int(e.Args()[2].IntPart()),
int(e.Args()[3].IntPart()),
int(e.Args()[4].IntPart()),
int(e.Args()[5].IntPart()),
int(e.Args()[6].IntPart()),
}
applyEffectPropChanges(e.Ctx().Our, e.Ctx().Our, changes, false)
}
e.EffectNode.TurnEnd()
}
func init() {
input.InitEffect(input.EffectType.Skill, 1378, &Effect1378{})
input.InitEffect(input.EffectType.Sub, 1378, &Effect1378Sub{})
}

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 1379: 自身不处于能力提升状态时50%的概率打出致命一击
type Effect1379 struct{ node.EffectNode }
func (e *Effect1379) 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(50, 100)
if ok {
e.Ctx().SkillEntity.XML.CritRate = 16
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1379, &Effect1379{})
}

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@@ -0,0 +1,45 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 1380: 牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}
type Effect1380 struct{ node.EffectNode }
func (e *Effect1380) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
return true
}
type Effect1380Sub struct{ RoundEffectArg0Base }
func (e *Effect1380Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || len(e.Args()) < 2 {
return true
}
current.SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1380, &Effect1380{})
input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
}

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package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 1381: 消除对手回合类效果,消除成功则自身{0}回合内免疫并反弹异常状态
type Effect1381 struct{ node.EffectNode }
func (e *Effect1381) 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, 1381, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1381Sub struct{ RoundEffectArg0Base }
func (e *Effect1381Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(effEffect.ID().Suffix()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
return false
}
func init() {
input.InitEffect(input.EffectType.Skill, 1381, &Effect1381{})
input.InitEffect(input.EffectType.Sub, 1381, &Effect1381Sub{})
}

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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 1382: 命中后获得{0}层自然祝福,若造成的伤害高于{1}则额外获得{2}层自然祝福
type Effect1382 struct{ node.EffectNode }
func (e *Effect1382) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
layers := int(e.Args()[0].IntPart())
if e.Ctx().Our.SumDamage.Cmp(e.Args()[1]) > 0 {
layers += int(e.Args()[2].IntPart())
}
if layers <= 0 {
return true
}
grantNaturalBlessing(e.Ctx().Our, e.Ctx().Our, layers)
return true
}
type Effect1382Sub struct {
node.EffectNode
layers int
}
func (e *Effect1382Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
if len(a) > 0 {
e.layers = a[0]
}
}
func (e *Effect1382Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.layers <= 0 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
return true
}
current.SkillEntity.XML.Priority += e.layers
return true
}
func (e *Effect1382Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || e.layers <= 0 || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
rate := hundred.Sub(alpacadecimal.NewFromInt(int64(e.layers * 8)))
if rate.Cmp(alpacadecimal.Zero) < 0 {
rate = alpacadecimal.Zero
}
zone.Damage = zone.Damage.Mul(rate).Div(hundred)
return true
}
func (e *Effect1382Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if e.layers <= 0 || in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
ok, _, _ := e.Input.Player.Roll(25, 100)
if ok {
return false
}
return true
}
func naturalBlessingEffect(target *input.Input) *Effect1382Sub {
if target == nil {
return nil
}
for _, effect := range target.Effects {
if sub, ok := effect.(*Effect1382Sub); ok && sub.Alive() {
return sub
}
}
return nil
}
func grantNaturalBlessing(owner, target *input.Input, layers int) {
if owner == nil || target == nil || layers <= 0 {
return
}
if sub := naturalBlessingEffect(target); sub != nil {
sub.layers += layers
return
}
effect := owner.InitEffect(input.EffectType.Sub, 1382, layers)
if effect != nil {
target.AddEffect(owner, effect)
}
}
func consumeNaturalBlessing(target *input.Input) int {
sub := naturalBlessingEffect(target)
if sub == nil {
return 0
}
layers := sub.layers
sub.Alive(false)
sub.layers = 0
return layers
}
func init() {
input.InitEffect(input.EffectType.Skill, 1382, &Effect1382{})
input.InitEffect(input.EffectType.Sub, 1382, &Effect1382Sub{})
}

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@@ -927,6 +927,11 @@ var effectInfoByID = map[int]string{
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",
1378: "全属性+{0}{1}%概率强化效果翻倍,未触发则{2}回合内每回合{3}",
1379: "自身不处于能力提升状态时50%的概率打出致命一击",
1380: "牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}",
1381: "消除对手回合类效果,消除成功则自身{0}回合内免疫并反弹异常状态",
1382: "命中后获得{0}层自然祝福,若造成的伤害高于{1}则额外获得{2}层自然祝福",
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",