This commit is contained in:
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# Task 153: Effects 1378-1382
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## 目标
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- 补齐以下 5 个(或最后一组不足 5 个)当前判定未实现的 skill effect。
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- 实现位置优先放在 `logic/service/fight/effect/`。
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- 如 effect 需要展示说明,同步更新 `logic/service/fight/effect/effect_info_map.go`。
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- 完成后至少执行:`cd /workspace/logic && go test ./service/fight/effect`。
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## Effect 列表
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### Effect 1378
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- `argsNum`: `9`
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- `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}`
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- `param`: `0,3,3`
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### Effect 1379
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- `argsNum`: `0`
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- `info`: `自身不处于能力提升状态时50%的概率打出致命一击`
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### Effect 1380
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- `argsNum`: `3`
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- `info`: `牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}`
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### Effect 1381
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- `argsNum`: `1`
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- `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`
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### Effect 1382
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- `argsNum`: `3`
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- `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`
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## 备注
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- 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。
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- 对 `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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66
logic/service/fight/effect/1378.go
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66
logic/service/fight/effect/1378.go
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package effect
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import (
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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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// 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}
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type Effect1378 struct{ node.EffectNode }
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func (e *Effect1378) OnSkill() bool {
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if len(e.Args()) < 9 {
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return true
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}
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boost := int8(e.Args()[0].IntPart())
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ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if ok {
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boost *= 2
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}
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for i := 0; i < 6; i++ {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
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}
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if ok || e.Args()[2].IntPart() <= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(
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input.EffectType.Sub,
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1378,
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int(e.Args()[2].IntPart()),
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int(e.Args()[3].IntPart()),
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int(e.Args()[4].IntPart()),
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int(e.Args()[5].IntPart()),
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int(e.Args()[6].IntPart()),
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int(e.Args()[7].IntPart()),
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int(e.Args()[8].IntPart()),
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)
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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 Effect1378Sub struct{ RoundEffectArg0Base }
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func (e *Effect1378Sub) TurnEnd() {
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if len(e.Args()) >= 7 && e.Ctx().Our.CurrentPet.Info.Hp > 0 {
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changes := []int{
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int(e.Args()[1].IntPart()),
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int(e.Args()[2].IntPart()),
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int(e.Args()[3].IntPart()),
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int(e.Args()[4].IntPart()),
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int(e.Args()[5].IntPart()),
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int(e.Args()[6].IntPart()),
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}
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applyEffectPropChanges(e.Ctx().Our, e.Ctx().Our, changes, false)
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}
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e.EffectNode.TurnEnd()
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1378, &Effect1378{})
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input.InitEffect(input.EffectType.Sub, 1378, &Effect1378Sub{})
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}
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29
logic/service/fight/effect/1379.go
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29
logic/service/fight/effect/1379.go
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package effect
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import (
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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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// Effect 1379: 自身不处于能力提升状态时50%的概率打出致命一击
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type Effect1379 struct{ node.EffectNode }
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func (e *Effect1379) 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.HasPropADD() {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(50, 100)
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if ok {
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e.Ctx().SkillEntity.XML.CritRate = 16
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}
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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, 1379, &Effect1379{})
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}
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45
logic/service/fight/effect/1380.go
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45
logic/service/fight/effect/1380.go
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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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)
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// 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}
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type Effect1380 struct{ node.EffectNode }
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func (e *Effect1380) 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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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, 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().Our, sub)
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}
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e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Ctx().Our.CurrentPet.GetHP(),
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})
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return true
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}
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type Effect1380Sub struct{ RoundEffectArg0Base }
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func (e *Effect1380Sub) 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 || len(e.Args()) < 2 {
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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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func init() {
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input.InitEffect(input.EffectType.Skill, 1380, &Effect1380{})
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input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
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}
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46
logic/service/fight/effect/1381.go
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46
logic/service/fight/effect/1381.go
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package effect
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import (
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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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// 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
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type Effect1381 struct{ node.EffectNode }
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func (e *Effect1381) 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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1381, int(e.Args()[0].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 Effect1381Sub struct{ RoundEffectArg0Base }
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func (e *Effect1381Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
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return true
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}
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(effEffect.ID().Suffix()))
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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return false
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1381, &Effect1381{})
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input.InitEffect(input.EffectType.Sub, 1381, &Effect1381Sub{})
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}
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129
logic/service/fight/effect/1382.go
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129
logic/service/fight/effect/1382.go
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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 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
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type Effect1382 struct{ node.EffectNode }
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func (e *Effect1382) Skill_Use() bool {
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if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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layers := int(e.Args()[0].IntPart())
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[1]) > 0 {
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layers += int(e.Args()[2].IntPart())
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}
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if layers <= 0 {
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return true
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}
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grantNaturalBlessing(e.Ctx().Our, e.Ctx().Our, layers)
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return true
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}
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type Effect1382Sub struct {
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node.EffectNode
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layers int
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}
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func (e *Effect1382Sub) 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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e.CanStack(false)
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if len(a) > 0 {
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e.layers = a[0]
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}
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}
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func (e *Effect1382Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if e.layers <= 0 {
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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 || current.SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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current.SkillEntity.XML.Priority += e.layers
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return true
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}
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func (e *Effect1382Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || e.layers <= 0 || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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rate := hundred.Sub(alpacadecimal.NewFromInt(int64(e.layers * 8)))
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if rate.Cmp(alpacadecimal.Zero) < 0 {
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rate = alpacadecimal.Zero
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}
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zone.Damage = zone.Damage.Mul(rate).Div(hundred)
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return true
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}
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func (e *Effect1382Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
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if e.layers <= 0 || in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(25, 100)
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if ok {
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return false
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}
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return true
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}
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func naturalBlessingEffect(target *input.Input) *Effect1382Sub {
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if target == nil {
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return nil
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}
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for _, effect := range target.Effects {
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if sub, ok := effect.(*Effect1382Sub); ok && sub.Alive() {
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return sub
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}
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}
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return nil
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}
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func grantNaturalBlessing(owner, target *input.Input, layers int) {
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if owner == nil || target == nil || layers <= 0 {
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return
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}
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if sub := naturalBlessingEffect(target); sub != nil {
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sub.layers += layers
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return
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}
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effect := owner.InitEffect(input.EffectType.Sub, 1382, layers)
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if effect != nil {
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target.AddEffect(owner, effect)
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}
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}
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func consumeNaturalBlessing(target *input.Input) int {
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sub := naturalBlessingEffect(target)
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if sub == nil {
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return 0
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}
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layers := sub.layers
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sub.Alive(false)
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sub.layers = 0
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return layers
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1382, &Effect1382{})
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input.InitEffect(input.EffectType.Sub, 1382, &Effect1382Sub{})
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}
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@@ -927,6 +927,11 @@ var effectInfoByID = map[int]string{
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1375: "自身下{0}回合获得了冰之祝福",
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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}",
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1377: "使用后在战斗结束时可以获得500泰坦之灵,每日上限5000",
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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}",
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1379: "自身不处于能力提升状态时50%的概率打出致命一击",
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1380: "牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}",
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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",
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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",
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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",
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1394: "{0}回合内对手使用属性技能则随机进入{1}种异常状态",
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1395: "若先出手则必定打出致命一击",
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Reference in New Issue
Block a user