263 lines
6.6 KiB
Go
263 lines
6.6 KiB
Go
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 1178: 自身不处于能力提升状态则造成的伤害翻倍
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type Effect1178 struct{ node.EffectNode }
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func (e *Effect1178) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red {
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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 e.Ctx().Our.HasPropADD() {
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return true
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}
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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
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return true
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}
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// Effect 1179: 消除对手回合类效果,消除成功则自身下{0}次攻击技能造成的伤害额外提升{1}%
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type Effect1179 struct{ node.EffectNode }
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func (e *Effect1179) Skill_Use() bool {
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if len(e.Args()) < 2 {
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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, 1179, int(e.Args()[0].IntPart()), 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 Effect1179Sub struct {
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node.EffectNode
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remaining int
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percent alpacadecimal.Decimal
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}
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func (e *Effect1179Sub) 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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if len(a) > 0 {
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e.remaining = a[0]
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}
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if len(a) > 1 {
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e.percent = alpacadecimal.NewFromInt(int64(a[1]))
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}
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}
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func (e *Effect1179Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
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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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zone.Damage = zone.Damage.Mul(hundred.Add(e.percent)).Div(hundred)
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e.remaining--
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if e.remaining <= 0 {
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e.Alive(false)
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}
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return true
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}
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// Effect 1180: 吸取对手能力提升状态,吸取成功则自身下{0}回合必定致命一击
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type Effect1180 struct{ node.EffectNode }
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func (e *Effect1180) 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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copied := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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}
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
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copied = true
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}
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}
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if !copied {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1180, 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 Effect1180Sub struct{ RoundEffectArg0Base }
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func (e *Effect1180Sub) ActionStart(a, b *action.SelectSkillAction) 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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e.Ctx().SkillEntity.XML.CritRate = 16
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return true
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}
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// Effect 1181: {0}回合内每回合使用技能{1}%令对手{2},未触发则令对手全属性-{3}
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type Effect1181 struct{ RoundEffectArg0Base }
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func (e *Effect1181) OnSkill() bool {
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if len(e.Args()) < 4 {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
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return true
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}
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[3].IntPart()))
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return true
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}
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// Effect 1182: 牺牲自己进行自爆,将对手体力降为{0}点,令我方下一只出场精灵获得{1}次奇迹之力效果
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type Effect1182 struct{ node.EffectNode }
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func (e *Effect1182) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
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return true
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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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targetHP := e.Args()[0]
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if targetHP.Cmp(alpacadecimal.Zero) < 0 {
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targetHP = alpacadecimal.Zero
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}
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if e.Ctx().Opp.CurrentPet.GetHP().Cmp(targetHP) > 0 {
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e.Ctx().Opp.CurrentPet.Info.Hp = uint32(targetHP.IntPart())
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1182, 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 Effect1182Sub struct {
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node.EffectNode
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remaining int
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active bool
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doubled bool
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}
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func (e *Effect1182Sub) 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.remaining = a[0]
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}
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}
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func (e *Effect1182Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if e.remaining <= 0 {
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e.Alive(false)
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return true
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}
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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 += 1
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e.active = true
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e.doubled, _, _ = e.Input.Player.Roll(50, 100)
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return true
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}
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func (e *Effect1182Sub) Damage_Mul(zone *info.DamageZone) bool {
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if !e.active || !e.doubled || zone == nil || zone.Type != info.DamageType.Red {
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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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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
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return true
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}
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func (e *Effect1182Sub) OnSkill() bool {
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if !e.active || e.remaining <= 0 {
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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 || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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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.Fixed,
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Damage: damage,
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})
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}
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return true
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}
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func (e *Effect1182Sub) Action_end() bool {
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if e.active {
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e.remaining--
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e.active = false
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e.doubled = false
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if e.remaining <= 0 {
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e.Alive(false)
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}
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}
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return true
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}
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func (e *Effect1182Sub) Action_end_ex() bool {
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if e.active {
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e.remaining--
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e.active = false
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e.doubled = false
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if e.remaining <= 0 {
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e.Alive(false)
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}
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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, 1178, &Effect1178{})
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input.InitEffect(input.EffectType.Skill, 1179, &Effect1179{})
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input.InitEffect(input.EffectType.Sub, 1179, &Effect1179Sub{})
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input.InitEffect(input.EffectType.Skill, 1180, &Effect1180{})
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input.InitEffect(input.EffectType.Sub, 1180, &Effect1180Sub{})
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input.InitEffect(input.EffectType.Skill, 1181, &Effect1181{})
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input.InitEffect(input.EffectType.Skill, 1182, &Effect1182{})
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input.InitEffect(input.EffectType.Sub, 1182, &Effect1182Sub{})
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}
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