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" "github.com/gogf/gf/v2/util/grand" ) // Effect 680: 先出手时{0}%使对手{1}{2}回合 type Effect680 struct { node.EffectNode } func (e *Effect680) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } if !e.IsFirst() { return true } chance := int(e.Args()[0].IntPart()) success, _, _ := source.Player.Roll(chance, 100) if success { statusID := int(e.Args()[1].IntPart()) duration := int(e.Args()[2].IntPart()) statusEffect := source.InitEffect(input.EffectType.Status, statusID) if statusEffect != nil { statusEffect.Duration(duration) target.AddEffect(source, statusEffect) } } return true } // Effect 681: 下{0}回合自身攻击技能必定致命、必定命中 type Effect681 struct { RoundEffectSideArg0Base } func (e *Effect681) SkillHit() bool { if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } e.Ctx().SkillEntity.XML.CritRate = 16 e.Ctx().SkillEntity.XML.MustHit = 1 return true } // Effect 682: 受到的伤害超过{0},自身{1} type Effect682 struct { FixedDurationNeg1Base can bool } func (e *Effect682) DamageLockEx(t *info.DamageZone) bool { source := e.SourceInput() if t.Type != info.DamageType.Red { return true } if source != nil && source.SumDamage.Cmp(e.Args()[0]) > 0 && !e.can { e.can = true triggerEffectID := int(e.Args()[1].IntPart()) effect := source.InitEffect(input.EffectType.Skill, triggerEffectID, e.SideEffectArgs[2:]...) if effect != nil { effect.Duration(int(e.Args()[2].IntPart())) source.AddEffect(source, effect) } } return true } // Effect 683: 随机附加{0}~{1}点固定伤害 type Effect683 struct { node.EffectNode } func (e *Effect683) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } min := e.Args()[0].IntPart() max := e.Args()[1].IntPart() damage := alpacadecimal.NewFromInt(int64(min) + int64(grand.N(0, int(max-min)))) target.Damage(source, &info.DamageZone{ Type: info.DamageType.Fixed, Damage: damage, }) return true } // Effect 684: 双方任意一方处于能力下降状态均会附加{0}点固定伤害,同时解除自身能力下降状态 type Effect684 struct { node.EffectNode } func (e *Effect684) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } if source.HasPropSub() || target.HasPropSub() { target.Damage(source, &info.DamageZone{ Type: info.DamageType.Fixed, Damage: e.Args()[0], }) // 解除自身能力下降状态 for i, v := range source.Prop[:] { if v < 0 { source.SetProp(source, int8(i), 0) } } } return true } // Effect 685: 若自身处于能力提升状态,附加{0}点固定伤害 type Effect685 struct { node.EffectNode } func (e *Effect685) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } if source.HasPropADD() { target.Damage(source, &info.DamageZone{ Type: info.DamageType.Fixed, Damage: e.Args()[0], }) } return true } // Effect 686: 若对手{0}则使对手下{1}回合攻击必定MISS type Effect686 struct { node.EffectNode } func (e *Effect686) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } statusID := int(e.Args()[0].IntPart()) duration := int(e.Args()[1].IntPart()) if target.StatEffect_Exist(info.EnumPetStatus(statusID)) { effect := source.InitEffect(input.EffectType.Sub, 686, duration) if effect != nil { target.AddEffect(source, effect) } } return true } // 686 sub - 使对手攻击技能MISS type SubEffect686 struct { node.EffectNode } func (e *SubEffect686) SkillHit_ex() bool { if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() != info.Category.STATUS { e.Ctx().SkillEntity.SetMiss() } return true } // Effect 687: 若对手{0},则对对方造成伤害的{1}%恢复自身体力 type Effect687 struct { node.EffectNode } func (e *Effect687) Skill_Use() bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } statusID := int(e.Args()[0].IntPart()) percent := e.Args()[1] if target.StatEffect_Exist(info.EnumPetStatus(statusID)) { healAmount := source.SumDamage.Mul(percent).Div(alpacadecimal.NewFromInt(100)) source.Heal(source, &action.SelectSkillAction{}, healAmount) } return true } // Effect 688: {0}回合内抵挡受到的攻击 type Effect688 struct { FixedDurationNeg1Base conut int } func (e *Effect688) Damage_Shield(t *info.DamageZone) bool { if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } if t.Type == info.DamageType.Red { e.conut++ t.Damage = alpacadecimal.Zero } if e.Args()[0].IntPart() == int64(e.conut) { e.Alive(false) } return true } // Effect 689: 若造成的伤害高于{0},则恢复自身1/{1}最大体力 type Effect689 struct { node.EffectNode } func (e *Effect689) Skill_Use() bool { source := e.SourceInput() if source == nil { return true } if source.SumDamage.Cmp(e.Args()[0]) > 0 { maxHp := source.CurPet[0].GetMaxHP() healAmount := maxHp.Div(e.Args()[1]) source.Heal(source, &action.SelectSkillAction{}, healAmount) } return true } // Effect 690: 下{0}回合,能力提升状态消失则对手使用属性技能失效 type Effect690 struct { RoundEffectSideArg0Base } func (e *Effect690) PropBefer(in *input.Input, prop int8, level int8) bool { source := e.SourceInput() target := e.OpponentInput() if source == nil || target == nil { return true } if in == source && level < 0 { // 能力下降被应用时(自身能力提升被消除),让对手属性技能失效 effect := source.InitEffect(input.EffectType.Sub, 690) if effect != nil { effect.Duration(e.Duration()) target.AddEffect(source, effect) } } return true } // 690 sub - 令对手属性技能失效 type SubEffect690 struct { node.EffectNode } func (e *SubEffect690) SkillHit_ex() bool { if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { e.Ctx().SkillEntity.SetMiss() } return true } func init() { input.InitEffect(input.EffectType.Skill, 680, &Effect680{}) input.InitEffect(input.EffectType.Skill, 681, &Effect681{}) input.InitEffect(input.EffectType.Skill, 682, &Effect682{}) input.InitEffect(input.EffectType.Skill, 683, &Effect683{}) input.InitEffect(input.EffectType.Skill, 684, &Effect684{}) input.InitEffect(input.EffectType.Skill, 685, &Effect685{}) input.InitEffect(input.EffectType.Skill, 686, &Effect686{}) input.InitEffect(input.EffectType.Sub, 686, &SubEffect686{}) input.InitEffect(input.EffectType.Skill, 687, &Effect687{}) input.InitEffect(input.EffectType.Skill, 688, &Effect688{}) input.InitEffect(input.EffectType.Skill, 689, &Effect689{}) input.InitEffect(input.EffectType.Skill, 690, &Effect690{}) input.InitEffect(input.EffectType.Sub, 690, &SubEffect690{}) }