127 lines
3.4 KiB
Go
127 lines
3.4 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 1353: {0}回合内若自身先出手则{1}%令对手{2},未触发则消除对手回合类效果
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type Effect1353 struct {
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RoundEffectArg0Base
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triggered bool
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}
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func (e *Effect1353) OnSkill() bool {
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if len(e.Args()) < 3 || !e.IsFirst() {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart())) {
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e.triggered = true
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}
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return true
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}
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func (e *Effect1353) TurnEnd() {
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if !e.triggered && e.Duration() == 1 {
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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}
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e.EffectNode.TurnEnd()
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}
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// Effect 1354: 吸取对手能力提升状态,吸取成功则吸取对手{0}点体力,若对手不处于能力提升状态则令对手全属性-{1}
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type Effect1354 struct{ node.EffectNode }
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func (e *Effect1354) OnSkill() bool {
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if len(e.Args()) < 2 {
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return true
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}
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absorbed := 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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absorbed = true
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}
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}
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if absorbed {
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drain := e.Args()[0]
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if drain.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: drain,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
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}
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return true
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}
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[1].IntPart()))
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return true
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}
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// Effect 1355: 若打出致命一击则自身免疫下{0}次受到的异常状态
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type Effect1355 struct{ node.EffectNode }
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func (e *Effect1355) SkillHit_ex() bool {
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if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.Crit == 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1099, 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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// Effect 1356: 打出致命一击则附加对手最大体力1/{0}的百分比伤害
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type Effect1356 struct{ node.EffectNode }
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func (e *Effect1356) OnSkill() bool {
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if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Crit == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurPet[0] == nil {
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return true
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}
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if e.Args()[0].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()[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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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 1357: 后出手时造成的伤害提高{0}%
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type Effect1357 struct{ node.EffectNode }
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func (e *Effect1357) SkillHit() bool {
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if len(e.Args()) == 0 || e.IsFirst() || 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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addSkillPowerPercent(e.Ctx().SkillEntity, e.Args()[0])
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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, 1353, &Effect1353{})
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input.InitEffect(input.EffectType.Skill, 1354, &Effect1354{})
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input.InitEffect(input.EffectType.Skill, 1355, &Effect1355{})
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input.InitEffect(input.EffectType.Skill, 1356, &Effect1356{})
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input.InitEffect(input.EffectType.Skill, 1357, &Effect1357{})
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}
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