package effect import ( element "blazing/common/data/Element" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" "github.com/alpacahq/alpacadecimal" ) /** *m~n回合对本方的火系攻击伤害减半 */ func init() { input.InitEffect(input.EffectType.Skill, 41, &Effect41{}) } type Effect41 struct { node.EffectNode } func (e *Effect41) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) t1 := e.Input.FightC t2 := t1.GetRand() n := t2.Int31n(int32(e.Args()[1].Sub(e.Args()[0]).Add(alpacadecimal.NewFromInt(1)).IntPart())) e.EffectNode.Duration(int(e.Args()[0].Add(alpacadecimal.NewFromInt(int64(n))).IntPart())) } // 伤害落实前触发,限制最大伤害 func (e *Effect41) DamageDivEx(t *info.DamageZone) bool { if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } if e.Ctx().SkillEntity.XML.Type != int(element.ElementTypeFire) { return true } if t.Type == info.DamageType.Red { t.Damage = t.Damage.Div(alpacadecimal.NewFromInt(2)) } return true }