feat: 实现战斗效果1518-1582
This commit is contained in:
@@ -8,7 +8,6 @@ import (
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// Effect 1391: {0}回合内若对手使用属性技能则造成伤害前令对手{1},未触发则消除对手回合类效果
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type Effect1391 struct {
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RoundEffectArg0Base
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pending bool
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triggered bool
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}
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@@ -17,21 +16,8 @@ func (e *Effect1391) Skill_Use_ex() bool {
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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 *Effect1391) SkillHit() bool {
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if !e.pending || e.triggered || len(e.Args()) < 2 {
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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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if addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart())) {
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e.triggered = true
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e.pending = false
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}
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return true
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}
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@@ -65,7 +65,7 @@ func (e *Effect1419Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bo
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e.Alive(false)
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return true
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}
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if in != e.Ctx().Our || !input.IS_Stat(effEffect) {
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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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@@ -137,14 +137,15 @@ type Effect1422Sub struct{ node.EffectNode }
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func (e *Effect1422Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.CanStack(false)
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e.Duration(-1)
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}
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func (e *Effect1422Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
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if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 || len(e.Args()) < 2 {
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if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 || len(e.Args()) == 0 {
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return true
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}
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heal := e.Args()[1]
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heal := e.Args()[0]
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if heal.Cmp(alpacadecimal.Zero) <= 0 {
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e.Alive(false)
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return true
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211
logic/service/fight/effect/1518_1522.go
Normal file
211
logic/service/fight/effect/1518_1522.go
Normal file
@@ -0,0 +1,211 @@
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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 1518: 消耗自身所有体力,削减对手本场战斗中{0}点体力上限
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type Effect1518 struct{ node.EffectNode }
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func (e *Effect1518) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil {
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return true
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}
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(alpacadecimal.Zero) > 0 {
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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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}
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loss := e.Args()[0]
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if loss.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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reduceCurrentPetMaxHPFlat(e.Ctx().Opp, loss)
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sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 1518, int(loss.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 Effect1518Sub struct{ node.EffectNode }
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func (e *Effect1518Sub) 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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}
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func (e *Effect1518Sub) SwitchIn(in *input.Input) bool {
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if in != e.Ctx().Opp || len(e.Args()) == 0 {
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return true
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}
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reduceCurrentPetMaxHPFlat(in, e.Args()[0])
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return true
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}
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// Effect 1519: {0}%令对手随机{1}项技能PP值归零,若对手处于能力下降状态则{2}%使对手随机{3}项技能PP值归零
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type Effect1519 struct{ node.EffectNode }
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func (e *Effect1519) Skill_Use() bool {
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if len(e.Args()) < 4 || e.Ctx().Opp == nil {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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if !e.Ctx().Opp.HasPropSub() {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok {
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[3].IntPart()))
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}
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return true
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}
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// Effect 1520: 若对手为雄性精灵则附加自身最大体力1/{0}的百分比伤害且下回合攻击技能先制+{1}
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type Effect1520 struct{ node.EffectNode }
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func (e *Effect1520) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Gender != 1 {
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return true
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}
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denom := e.Args()[0]
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if denom.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(denom)
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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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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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1520, 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 Effect1520Sub struct{ node.EffectNode }
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func (e *Effect1520Sub) 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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}
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func (e *Effect1520Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if len(e.Args()) == 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 += int(e.Args()[0].IntPart())
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return true
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}
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// Effect 1521: 若对手雌性精灵则恢复自身最大体力的1/{0}且下回合属性技能先制+{1}
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type Effect1521 struct{ node.EffectNode }
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func (e *Effect1521) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Gender != 2 {
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return true
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}
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denom := e.Args()[0]
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if denom.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(denom)
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if heal.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1521, 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 Effect1521Sub struct{ node.EffectNode }
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func (e *Effect1521Sub) 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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}
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func (e *Effect1521Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if len(e.Args()) == 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 += int(e.Args()[0].IntPart())
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return true
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}
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// Effect 1522: 附加{0}点固定伤害,若当回合造成的伤害高于{1}则固伤效果翻倍
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type Effect1522 struct{ node.EffectNode }
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func (e *Effect1522) OnSkill() bool {
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if len(e.Args()) < 2 || 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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damage := e.Args()[0]
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[1]) > 0 {
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damage = damage.Mul(alpacadecimal.NewFromInt(2))
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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: damage,
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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, 1518, &Effect1518{})
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input.InitEffect(input.EffectType.Sub, 1518, &Effect1518Sub{})
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input.InitEffect(input.EffectType.Skill, 1519, &Effect1519{})
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input.InitEffect(input.EffectType.Skill, 1520, &Effect1520{})
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input.InitEffect(input.EffectType.Sub, 1520, &Effect1520Sub{})
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input.InitEffect(input.EffectType.Skill, 1521, &Effect1521{})
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input.InitEffect(input.EffectType.Sub, 1521, &Effect1521Sub{})
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input.InitEffect(input.EffectType.Skill, 1522, &Effect1522{})
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}
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202
logic/service/fight/effect/1523_1527.go
Normal file
202
logic/service/fight/effect/1523_1527.go
Normal file
@@ -0,0 +1,202 @@
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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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"github.com/gogf/gf/v2/util/grand"
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)
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// Effect 1523: 清除对手回合类效果后吸取固定体力
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type Effect1523 struct{ node.EffectNode }
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func (e *Effect1523) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp == nil {
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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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drain := e.Args()[0]
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if drain.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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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: drain,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
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return true
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}
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// Effect 1524: 反馈自身能力下降并恢复体力,否则清除自身能力下降
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type Effect1524 struct{ node.EffectNode }
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func transferSelfStatDowns(owner, target *input.Input) bool {
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if owner == nil || target == nil {
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return false
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}
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transferred := false
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for idx, level := range owner.Prop[:] {
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if level >= 0 {
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continue
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}
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if target.SetProp(owner, int8(idx), level) {
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transferred = true
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}
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}
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return transferred
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}
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func clearOwnStatDowns(owner *input.Input) {
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if owner == nil {
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return
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}
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for idx, level := range owner.Prop[:] {
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if level >= 0 {
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continue
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}
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owner.SetProp(owner, int8(idx), 0)
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}
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}
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func (e *Effect1524) Skill_Use() bool {
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if e.Ctx().Our == nil {
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return true
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}
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if transferSelfStatDowns(e.Ctx().Our, e.Ctx().Opp) {
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if e.Ctx().Our.CurrentPet != nil {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP())
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}
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return true
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}
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clearOwnStatDowns(e.Ctx().Our)
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return true
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}
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// Effect 1525: 概率提升伤害,满血时概率翻倍
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type Effect1525 struct {
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node.EffectNode
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boosted bool
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}
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func (e *Effect1525) SkillHit() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || len(e.Args()) < 2 {
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return true
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}
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chance := int(e.Args()[0].IntPart())
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if e.Ctx().Our.CurrentPet != nil && e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) >= 0 {
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chance *= 2
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if chance > 100 {
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chance = 100
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}
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}
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if chance <= 0 {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(chance, 100)
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if ok {
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e.boosted = true
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}
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return true
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}
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func (e *Effect1525) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || !e.boosted || len(e.Args()) < 2 {
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return true
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}
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percent := e.Args()[1]
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if percent.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(percent)).Div(hundred)
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e.boosted = false
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return true
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}
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// Effect 1526: 附加固定伤害,技能无效时降低对手所有 PP
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type Effect1526 struct{ node.EffectNode }
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func (e *Effect1526) OnSkill() bool {
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if len(e.Args()) < 2 || 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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min := int64(e.Args()[0].IntPart())
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max := int64(e.Args()[1].IntPart())
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if max < min {
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min, max = max, min
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}
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if max < min {
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return true
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}
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rangeSize := int(max - min + 1)
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if rangeSize <= 0 {
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return true
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}
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damage := alpacadecimal.NewFromInt(min + int64(grand.Intn(rangeSize)))
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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: damage,
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})
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return true
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}
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func (e *Effect1526) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime != 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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for idx := range e.Ctx().Opp.CurrentPet.Info.SkillList {
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skill := &e.Ctx().Opp.CurrentPet.Info.SkillList[idx]
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if skill.PP > 0 {
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skill.PP--
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}
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}
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return true
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}
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// Effect 1527: 后出手必定致命一击
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type Effect1527 struct{ node.EffectNode }
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func (e *Effect1527) SkillHit() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
|
||||
}
|
||||
if e.Ctx().Our == nil || e.Ctx().Our.FightC == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().Our.FightC.IsFirst(e.Ctx().Our.Player) {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().SkillEntity.XML.CritRate = 16
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1523, &Effect1523{})
|
||||
input.InitEffect(input.EffectType.Skill, 1524, &Effect1524{})
|
||||
input.InitEffect(input.EffectType.Skill, 1525, &Effect1525{})
|
||||
input.InitEffect(input.EffectType.Skill, 1526, &Effect1526{})
|
||||
input.InitEffect(input.EffectType.Skill, 1527, &Effect1527{})
|
||||
}
|
||||
131
logic/service/fight/effect/1528_1532.go
Normal file
131
logic/service/fight/effect/1528_1532.go
Normal file
@@ -0,0 +1,131 @@
|
||||
package effect
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
"blazing/logic/service/fight/node"
|
||||
|
||||
"github.com/alpacahq/alpacadecimal"
|
||||
)
|
||||
|
||||
func dealFixedDamage(target *input.Input, owner *input.Input, value alpacadecimal.Decimal) alpacadecimal.Decimal {
|
||||
if owner == nil || target == nil || value.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return alpacadecimal.Zero
|
||||
}
|
||||
|
||||
before := target.CurrentPet.GetHP()
|
||||
target.Damage(owner, &info.DamageZone{Type: info.DamageType.Fixed, Damage: value})
|
||||
after := target.CurrentPet.GetHP()
|
||||
return before.Sub(after)
|
||||
}
|
||||
|
||||
func dealTrueDamage(owner, target *input.Input, value alpacadecimal.Decimal) {
|
||||
if owner == nil || target == nil || value.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return
|
||||
}
|
||||
target.Damage(owner, &info.DamageZone{Type: info.DamageType.True, Damage: value})
|
||||
}
|
||||
|
||||
// Effect 1528: 附加{0}点真实伤害
|
||||
type Effect1528 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1528) OnSkill() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
dealTrueDamage(e.Ctx().Our, e.Ctx().Opp, e.Args()[0])
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1529: 消除对手能力提升状态,消除成功则附加{0}点真实伤害
|
||||
type Effect1529 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1529) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
if !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
|
||||
return true
|
||||
}
|
||||
dealTrueDamage(e.Ctx().Our, e.Ctx().Opp, e.Args()[0])
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1530: 遇到天敌时附加{0}点真实伤害
|
||||
type Effect1530 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1530) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
if !e.ISNaturalEnemy() {
|
||||
return true
|
||||
}
|
||||
dealTrueDamage(e.Ctx().Our, e.Ctx().Opp, e.Args()[0])
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1531: {0}回合内每回合使用技能附加{1}点固定伤害,若对手未受到固定伤害则额外附加等量的真实伤害
|
||||
type Effect1531 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1531) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
duration := int(e.Args()[0].IntPart())
|
||||
if duration <= 0 {
|
||||
return true
|
||||
}
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1531, duration, int(e.Args()[1].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1531Sub struct{ RoundEffectArg0Base }
|
||||
|
||||
func (e *Effect1531Sub) OnSkill() bool {
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
fixed := e.Args()[1]
|
||||
if fixed.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
received := dealFixedDamage(e.Ctx().Opp, e.Ctx().Our, fixed)
|
||||
if received.Cmp(alpacadecimal.Zero) == 0 {
|
||||
dealTrueDamage(e.Ctx().Our, e.Ctx().Opp, fixed)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1532: 对手不存在神印则攻击必定打出致命一击,对手每存在1层神印则100%使对手随机1项技能PP值归零
|
||||
type Effect1532 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1532) SkillHit() bool {
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
energy := e.Ctx().Opp.CurrentDivineEnergy()
|
||||
if energy <= 0 {
|
||||
e.Ctx().SkillEntity.XML.CritRate = 16
|
||||
return true
|
||||
}
|
||||
for i := 0; i < energy; i++ {
|
||||
zeroRandomSkillPP(e.Ctx().Opp, 1)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1528, &Effect1528{})
|
||||
input.InitEffect(input.EffectType.Skill, 1529, &Effect1529{})
|
||||
input.InitEffect(input.EffectType.Skill, 1530, &Effect1530{})
|
||||
input.InitEffect(input.EffectType.Skill, 1531, &Effect1531{})
|
||||
input.InitEffect(input.EffectType.Sub, 1531, &Effect1531Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1532, &Effect1532{})
|
||||
}
|
||||
161
logic/service/fight/effect/1533_1537.go
Normal file
161
logic/service/fight/effect/1533_1537.go
Normal file
@@ -0,0 +1,161 @@
|
||||
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"
|
||||
)
|
||||
|
||||
func transferPositiveProps(owner, source, target *input.Input) bool {
|
||||
if owner == nil || source == nil || target == nil {
|
||||
return false
|
||||
}
|
||||
|
||||
transferred := false
|
||||
for idx, level := range source.Prop[:] {
|
||||
if level <= 0 {
|
||||
continue
|
||||
}
|
||||
if source.SetProp(owner, int8(idx), 0) {
|
||||
target.SetProp(owner, int8(idx), level)
|
||||
transferred = true
|
||||
}
|
||||
}
|
||||
return transferred
|
||||
}
|
||||
|
||||
func reducePetSkillPP(pet *info.BattlePetEntity, value int) bool {
|
||||
if pet == nil || value <= 0 {
|
||||
return false
|
||||
}
|
||||
|
||||
changed := false
|
||||
for idx := range pet.Info.SkillList {
|
||||
if pet.Info.SkillList[idx].PP <= 0 {
|
||||
continue
|
||||
}
|
||||
if pet.Info.SkillList[idx].PP <= uint32(value) {
|
||||
pet.Info.SkillList[idx].PP = 0
|
||||
} else {
|
||||
pet.Info.SkillList[idx].PP -= uint32(value)
|
||||
}
|
||||
changed = true
|
||||
}
|
||||
return changed
|
||||
}
|
||||
|
||||
func divineMarkLayers(target *input.Input) int {
|
||||
if target == nil {
|
||||
return 0
|
||||
}
|
||||
return target.CurrentDivineEnergy()
|
||||
}
|
||||
|
||||
func pickBanishedPet(target *input.Input) *info.BattlePetEntity {
|
||||
if target == nil {
|
||||
return nil
|
||||
}
|
||||
// The current codebase has no explicit "banished" pet state yet.
|
||||
// Keep the fallback path intact until a dedicated representation exists.
|
||||
return nil
|
||||
}
|
||||
|
||||
// Effect 1533: 造成的攻击伤害低于{0}时附加大量真实伤害
|
||||
type Effect1533 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1533) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) >= 0 {
|
||||
return true
|
||||
}
|
||||
dealTrueDamage(e.Ctx().Our, e.Ctx().Opp, e.Args()[0])
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1534: 100%令对手随机1个被放逐的精灵所有技能PP值-1,若对手不存在被放逐的精灵则令对手当前精灵所有技能PP值-1
|
||||
type Effect1534 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1534) Skill_Use() bool {
|
||||
if e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
if pet := pickBanishedPet(e.Ctx().Opp); pet != nil && reducePetSkillPP(pet, 1) {
|
||||
return true
|
||||
}
|
||||
|
||||
reducePetSkillPP(e.Ctx().Opp.CurrentPet, 1)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1535: 对手存在神印则当回合自身先制+1
|
||||
type Effect1535 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1535) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
if divineMarkLayers(e.Ctx().Opp) <= 0 {
|
||||
return true
|
||||
}
|
||||
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
|
||||
if current == nil || current.SkillEntity == nil {
|
||||
return true
|
||||
}
|
||||
current.SkillEntity.XML.Priority++
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1536: 全属性+{0},对手存在神印时强化效果翻倍
|
||||
type Effect1536 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1536) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
boost := int8(e.Args()[0].IntPart())
|
||||
if divineMarkLayers(e.Ctx().Opp) > 0 {
|
||||
boost *= 2
|
||||
}
|
||||
applyAllPropUp(e.Ctx().Our, boost)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1537: 消耗自身所有护罩并造成等量固定伤害,若当前护罩值低于{0}则造成的固定伤害翻倍
|
||||
type Effect1537 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1537) Skill_Use() bool {
|
||||
if e.Ctx().Our == nil || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
shield := e.Ctx().Our.CurrentShield()
|
||||
if shield.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
damage := e.Ctx().Our.ConsumeAllShield()
|
||||
if damage.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
if len(e.Args()) > 0 && shield.Cmp(e.Args()[0]) < 0 {
|
||||
damage = damage.Mul(alpacadecimal.NewFromInt(2))
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: damage,
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1533, &Effect1533{})
|
||||
input.InitEffect(input.EffectType.Skill, 1534, &Effect1534{})
|
||||
input.InitEffect(input.EffectType.Skill, 1535, &Effect1535{})
|
||||
input.InitEffect(input.EffectType.Skill, 1536, &Effect1536{})
|
||||
input.InitEffect(input.EffectType.Skill, 1537, &Effect1537{})
|
||||
}
|
||||
165
logic/service/fight/effect/1538_1542.go
Normal file
165
logic/service/fight/effect/1538_1542.go
Normal file
@@ -0,0 +1,165 @@
|
||||
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"
|
||||
)
|
||||
|
||||
type Effect1538 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1538) Damage_Mul(zone *info.DamageZone) bool {
|
||||
if zone == nil || zone.Type != info.DamageType.Red || e.Ctx().Opp == nil || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
ourValue := e.Ctx().Our.GetProp(0)
|
||||
if e.Ctx().SkillEntity.Category() == info.Category.SPECIAL {
|
||||
ourValue = e.Ctx().Our.GetProp(2)
|
||||
}
|
||||
if ourValue.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
bestValue := e.Ctx().Opp.GetProp(0)
|
||||
if e.Ctx().Opp.GetProp(2).Cmp(bestValue) > 0 {
|
||||
bestValue = e.Ctx().Opp.GetProp(2)
|
||||
}
|
||||
if bestValue.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
zone.Damage = zone.Damage.Mul(bestValue).Div(ourValue)
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1539 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1539) OnSkill() bool {
|
||||
if len(e.Args()) < 3 || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
threshold := e.Args()[0]
|
||||
if e.Ctx().Our.SumDamage.Cmp(threshold) <= 0 {
|
||||
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
|
||||
return true
|
||||
}
|
||||
|
||||
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
|
||||
if ok {
|
||||
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
|
||||
return true
|
||||
}
|
||||
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1540 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1540) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
threshold := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
|
||||
if e.Ctx().Our.CurrentPet.GetHP().Cmp(threshold) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
drain := e.Args()[1]
|
||||
if drain.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: drain,
|
||||
})
|
||||
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1541 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1541) Skill_Use() bool {
|
||||
if len(e.Args()) == 0 {
|
||||
return true
|
||||
}
|
||||
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1541, int(e.Args()[0].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1541Sub struct{ RoundEffectArg0Base }
|
||||
|
||||
func (e *Effect1541Sub) ComparePre(first, second *action.SelectSkillAction) bool {
|
||||
current := actionByPlayer(first, second, e.Ctx().Our.UserID)
|
||||
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
current.SkillEntity.XML.Priority++
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1541Sub) ActionStart(first, second *action.SelectSkillAction) bool {
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
e.Ctx().SkillEntity.XML.MustHit = 1
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1541Sub) OnSkill() bool {
|
||||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() != info.Category.STATUS {
|
||||
return true
|
||||
}
|
||||
extra := alpacadecimal.NewFromInt(int64(e.Ctx().Opp.AttackValue.LostHp)).Div(alpacadecimal.NewFromInt(2))
|
||||
if extra.Cmp(alpacadecimal.Zero) <= 0 {
|
||||
return true
|
||||
}
|
||||
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
|
||||
Type: info.DamageType.Fixed,
|
||||
Damage: extra,
|
||||
})
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1542 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1542) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().Opp == nil {
|
||||
return true
|
||||
}
|
||||
|
||||
if transferPositiveProps(e.Ctx().Our, e.Ctx().Opp, e.Ctx().Our) {
|
||||
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart()))
|
||||
return true
|
||||
}
|
||||
|
||||
level := int8(e.Args()[1].IntPart())
|
||||
if level == 0 {
|
||||
return true
|
||||
}
|
||||
for idx := range e.Ctx().Opp.Prop {
|
||||
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(idx), -level)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1538, &Effect1538{})
|
||||
input.InitEffect(input.EffectType.Skill, 1539, &Effect1539{})
|
||||
input.InitEffect(input.EffectType.Skill, 1540, &Effect1540{})
|
||||
input.InitEffect(input.EffectType.Skill, 1541, &Effect1541{})
|
||||
input.InitEffect(input.EffectType.Sub, 1541, &Effect1541Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1542, &Effect1542{})
|
||||
}
|
||||
205
logic/service/fight/effect/1578_1582.go
Normal file
205
logic/service/fight/effect/1578_1582.go
Normal file
@@ -0,0 +1,205 @@
|
||||
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"
|
||||
)
|
||||
|
||||
var hundred = alpacadecimal.NewFromInt(100)
|
||||
|
||||
func applyStatusByID(owner, target *input.Input, statusID int) bool {
|
||||
if owner == nil || target == nil || statusID <= 0 {
|
||||
return false
|
||||
}
|
||||
eff := owner.InitEffect(input.EffectType.Status, statusID)
|
||||
if eff == nil {
|
||||
return false
|
||||
}
|
||||
target.AddEffect(owner, eff)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1578: 出手时自身护盾值高于{0}则自身下回合攻击技能先制+{1}
|
||||
type Effect1578 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1578) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().Our == nil {
|
||||
return true
|
||||
}
|
||||
shield := e.Ctx().Our.CurrentShield()
|
||||
if shield.Cmp(e.Args()[0]) <= 0 {
|
||||
return true
|
||||
}
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1578, int(e.Args()[1].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1578Sub struct {
|
||||
RoundEffectArg0Base
|
||||
remaining int
|
||||
priority int
|
||||
}
|
||||
|
||||
func (e *Effect1578Sub) SetArgs(t *input.Input, a ...int) {
|
||||
e.EffectNode.SetArgs(t, a...)
|
||||
if len(a) > 0 {
|
||||
e.remaining = 1
|
||||
}
|
||||
if len(a) > 1 {
|
||||
e.priority = a[0]
|
||||
}
|
||||
}
|
||||
|
||||
func (e *Effect1578Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
if e.remaining <= 0 {
|
||||
e.Alive(false)
|
||||
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.priority
|
||||
e.remaining--
|
||||
if e.remaining <= 0 {
|
||||
e.Alive(false)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1579: 出手时自身护盾值低于{0}则下回合属性技能先制+{1}
|
||||
type Effect1579 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1579) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().Our == nil {
|
||||
return true
|
||||
}
|
||||
if e.Ctx().Our.CurrentShield().Cmp(e.Args()[0]) >= 0 {
|
||||
return true
|
||||
}
|
||||
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1579, int(e.Args()[1].IntPart()))
|
||||
if sub != nil {
|
||||
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect1579Sub struct {
|
||||
RoundEffectArg0Base
|
||||
remaining int
|
||||
priority int
|
||||
}
|
||||
|
||||
func (e *Effect1579Sub) SetArgs(t *input.Input, a ...int) {
|
||||
e.EffectNode.SetArgs(t, a...)
|
||||
if len(a) > 0 {
|
||||
e.remaining = 1
|
||||
}
|
||||
if len(a) > 1 {
|
||||
e.priority = a[0]
|
||||
}
|
||||
}
|
||||
|
||||
func (e *Effect1579Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
|
||||
if e.remaining <= 0 {
|
||||
e.Alive(false)
|
||||
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.priority
|
||||
e.remaining--
|
||||
if e.remaining <= 0 {
|
||||
e.Alive(false)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1580: 出手时对手体力高于最大体力的1/{0}则造成伤害的{1}%恢复自身体力
|
||||
type Effect1580 struct {
|
||||
node.EffectNode
|
||||
shouldHeal bool
|
||||
}
|
||||
|
||||
func (e *Effect1580) Skill_Use() bool {
|
||||
if len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
|
||||
return true
|
||||
}
|
||||
maxThreshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
|
||||
if e.Ctx().Opp.CurrentPet.GetHP().Cmp(maxThreshold) <= 0 {
|
||||
return true
|
||||
}
|
||||
e.shouldHeal = true
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *Effect1580) DamageAdd(zone *info.DamageZone) bool {
|
||||
if !e.shouldHeal || zone == nil || zone.Type != info.DamageType.Red || e.Ctx().Our == nil {
|
||||
return true
|
||||
}
|
||||
if len(e.Args()) < 2 {
|
||||
return true
|
||||
}
|
||||
heal := zone.Damage.Mul(e.Args()[1]).Div(hundred)
|
||||
if heal.Cmp(alpacadecimal.Zero) > 0 {
|
||||
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
|
||||
}
|
||||
e.shouldHeal = false
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1581: 出手时对手体力低于最大体力的1/{0}则造成的伤害提升{1}%
|
||||
type Effect1581 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1581) Damage_Mul(zone *info.DamageZone) bool {
|
||||
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
|
||||
return true
|
||||
}
|
||||
threshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
|
||||
if e.Ctx().Opp.CurrentPet.GetHP().Cmp(threshold) >= 0 {
|
||||
return true
|
||||
}
|
||||
zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
|
||||
return true
|
||||
}
|
||||
|
||||
// Effect 1582: {0}%令对手{1},{2}%令自身{3},均未触发则为自身附加{4}点护盾
|
||||
type Effect1582 struct{ node.EffectNode }
|
||||
|
||||
func (e *Effect1582) Skill_Use() bool {
|
||||
if len(e.Args()) < 5 || e.Ctx().Our == nil {
|
||||
return true
|
||||
}
|
||||
opponentTriggered := false
|
||||
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
|
||||
opponentTriggered = applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
|
||||
}
|
||||
selfTriggered := false
|
||||
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok {
|
||||
selfTriggered = applyStatusByID(e.Ctx().Our, e.Ctx().Our, int(e.Args()[3].IntPart()))
|
||||
}
|
||||
if opponentTriggered || selfTriggered {
|
||||
return true
|
||||
}
|
||||
e.Ctx().Our.AddShield(e.Args()[4])
|
||||
return true
|
||||
}
|
||||
|
||||
func init() {
|
||||
input.InitEffect(input.EffectType.Skill, 1578, &Effect1578{})
|
||||
input.InitEffect(input.EffectType.Sub, 1578, &Effect1578Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1579, &Effect1579{})
|
||||
input.InitEffect(input.EffectType.Sub, 1579, &Effect1579Sub{})
|
||||
input.InitEffect(input.EffectType.Skill, 1580, &Effect1580{})
|
||||
input.InitEffect(input.EffectType.Skill, 1581, &Effect1581{})
|
||||
input.InitEffect(input.EffectType.Skill, 1582, &Effect1582{})
|
||||
}
|
||||
@@ -972,6 +972,31 @@ var effectInfoByID = map[int]string{
|
||||
1510: "{0}回合内对手主动切换精灵则登场精灵{1}%随机进入{2}种异常状态",
|
||||
1511: "先出手时免疫当回合受到的攻击伤害,若对手为自身天敌则免疫并反弹给对手造成伤害值{0}%的百分比伤害",
|
||||
1512: "集结天幕四龙之神力,使自身下2回合先制+3且攻击必定命中、必定致命",
|
||||
1518: "消耗自身所有体力,削减对手本场战斗中{0}点体力上限",
|
||||
1519: "{0}%令对手随机{1}项技能PP值归零,若对手处于能力下降状态则{2}%使对手随机{3}项技能PP值归零",
|
||||
1520: "若对手为雄性精灵则附加自身最大体力1/{0}的百分比伤害且下回合攻击技能先制+{1}",
|
||||
1521: "若对手雌性精灵则恢复自身最大体力的1/{0}且下回合属性技能先制+{1}",
|
||||
1522: "附加{0}点固定伤害,若当回合造成的伤害高于{1}则固伤效果翻倍",
|
||||
1523: "消除对手回合类效果,消除成功则吸取对手{0}点体力",
|
||||
1524: "将自身能力下降状态反馈给对手,反馈成功则恢复自身所有体力,反馈失败则解除自身能力下降状态",
|
||||
1525: "{0}%的概率造成的攻击伤害提升{1}%,若出手时自身为满体力则概率翻倍",
|
||||
1526: "随机附加{0}-{1}点固定伤害,技能无效时减少对手所有技能PP1点",
|
||||
1527: "后出手则必定打出致命一击",
|
||||
1528: "附加{0}点真实伤害",
|
||||
1529: "消除对手能力提升状态,消除成功则附加{0}点真实伤害",
|
||||
1530: "遇到天敌时附加{0}点真实伤害",
|
||||
1531: "{0}回合内每回合使用技能附加{1}点固定伤害,若对手未受到固定伤害则额外附加等量的真实伤害",
|
||||
1532: "对手不存在神印则攻击必定打出致命一击,对手每存在1层神印则100%使对手随机1项技能PP值归零",
|
||||
1533: "造成的攻击伤害低于{0}时附加大量真实伤害",
|
||||
1534: "100%令对手随机1个被放逐的精灵所有技能PP值-1,若对手不存在被放逐的精灵则令对手当前精灵所有技能PP值-1",
|
||||
1535: "对手存在神印则当回合自身先制+1",
|
||||
1536: "全属性+{0},对手存在神印时强化效果翻倍",
|
||||
1537: "消耗自身所有护罩并造成等量固定伤害,若当前护罩值低于{0}则造成的固定伤害翻倍",
|
||||
1538: "将对手攻击和特攻中最高的能力值作为自己的能力值进行攻击",
|
||||
1539: "造成的伤害高于{0}则{1}%令对手{2},未触发则消除对手回合类效果",
|
||||
1540: "自身体力高于最大体力的1/{0}时吸取对手{1}点体力",
|
||||
1541: "使自身下{0}回合获得孤雷风暴效果",
|
||||
1542: "吸取对手能力提升状态,吸取成功则令对手{0},若对手不处于能力提升状态则令对手全属性-{1}",
|
||||
1553: "自身体力高于最大体力的1/{0}时攻击后附加造成伤害值{1}%的百分比伤害",
|
||||
1554: "若自身当前体力低于最大体力的1/{0}则令自身{1}且免疫下{2}次受到的攻击",
|
||||
1555: "对手不处于能力提升时令对手所有技能PP值-{0}",
|
||||
|
||||
Reference in New Issue
Block a user