139 lines
3.5 KiB
Go
139 lines
3.5 KiB
Go
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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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 1233: 吸取对手最大体力的{0}%,每次使用增加{1}%,最高{2}%
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type Effect1233 struct {
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AddLvelEffect
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}
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func (e *Effect1233) Skill_Use() bool {
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percent := e.Args()[0]
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if e.UseSkillCount > 1 {
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percent = percent.Add(e.Args()[1].Mul(alpacadecimal.NewFromInt(e.UseSkillCount - 1)))
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}
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if percent.Cmp(e.Args()[2]) > 0 {
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percent = e.Args()[2]
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}
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if percent.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Opp.CurPet[0].GetMaxHP().Mul(percent).Div(alpacadecimal.NewFromInt(100))
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if damage.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.Percent,
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Damage: damage,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, nil, damage)
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return true
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}
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// Effect 1234: 消除对手回合类效果,消除成功则对手全属性-{0}
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type Effect1234 struct {
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node.EffectNode
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}
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func (e *Effect1234) 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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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
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return true
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}
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// Effect 1235: {0}回合内每回合{1}%闪避对手攻击,未触发则使对手随机{2}项技能PP值归零
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type Effect1235 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1235) SkillHit_ex() bool {
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if len(e.Args()) < 3 || 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().SkillEntity.AttackTime == 2 {
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return true
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}
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success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if success {
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e.Ctx().SkillEntity.SetMiss()
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return true
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}
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[2].IntPart()))
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return true
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}
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// Effect 1236: {0}回合内若对手使用攻击技能则造成伤害前附加对手最大体力1/{1}的百分比伤害
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type Effect1236 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1236) SkillHit_ex() 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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if e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Opp.CurPet[0].GetMaxHP().Div(e.Args()[1])
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if damage.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.Percent,
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Damage: damage,
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})
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return true
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}
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// Effect 1237: 使双方精灵所有技能PP值归零;消除双方能力提升、下降状态以及回合类效果
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type Effect1237 struct {
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node.EffectNode
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}
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func (e *Effect1237) OnSkill() bool {
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for i := range e.Ctx().Our.CurPet[0].Info.SkillList {
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e.Ctx().Our.CurPet[0].Info.SkillList[i].PP = 0
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}
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for i := range e.Ctx().Opp.CurPet[0].Info.SkillList {
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e.Ctx().Opp.CurPet[0].Info.SkillList[i].PP = 0
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}
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for i := range e.Ctx().Our.Prop {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0)
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0)
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}
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e.Ctx().Our.CancelTurn(e.Ctx().Our)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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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, 1233, &Effect1233{})
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input.InitEffect(input.EffectType.Skill, 1234, &Effect1234{})
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input.InitEffect(input.EffectType.Skill, 1235, &Effect1235{})
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input.InitEffect(input.EffectType.Skill, 1236, &Effect1236{})
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input.InitEffect(input.EffectType.Skill, 1237, &Effect1237{})
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}
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