160 lines
3.9 KiB
Go
160 lines
3.9 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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)
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// Effect 936: {0}%令对手{1},未触发则令对手{2}回合内使用的属性技能无效
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type Effect936 struct {
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node.EffectNode
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}
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func (e *Effect936) OnSkill() bool {
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if len(e.Args()) < 3 {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 936, int(e.Args()[2].IntPart()))
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if sub != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect936Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect936Sub) 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.SetNoSide()
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e.Ctx().SkillEntity.AttackTime = 0
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return true
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}
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// Effect 937: 命中后{0}%使对手{1},未触发则对手下{2}回合先制-{3}
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type Effect937 struct {
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node.EffectNode
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}
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func (e *Effect937) SkillHit() 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()[0].IntPart()), 100); ok {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 937, int(e.Args()[2].IntPart()), int(e.Args()[3].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 Effect937Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect937Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if len(e.Args()) < 2 {
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return true
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}
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priorityDown := int(e.Args()[1].IntPart())
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if fattack != nil && fattack.PlayerID == e.Ctx().Opp.UserID && fattack.SkillEntity != nil {
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fattack.SkillEntity.XML.Priority -= priorityDown
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}
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if sattack != nil && sattack.PlayerID == e.Ctx().Opp.UserID && sattack.SkillEntity != nil {
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sattack.SkillEntity.XML.Priority -= priorityDown
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}
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return true
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}
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// Effect 938: 使对手全属性-{0},先出手时效果翻倍
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type Effect938 struct {
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node.EffectNode
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}
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func (e *Effect938) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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level := int8(e.Args()[0].IntPart())
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if level <= 0 {
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return true
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}
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if e.IsFirst() {
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level *= 2
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}
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, level)
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return true
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}
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// Effect 939: 若后出手则附加自身最大体力1/{0}的百分比伤害并恢复等量体力
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type Effect939 struct {
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node.EffectNode
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}
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func (e *Effect939) OnSkill() bool {
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if len(e.Args()) == 0 || e.IsFirst() || e.Args()[0].IntPart() <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurPet[0].GetMaxHP().Div(e.Args()[0])
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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, &action.SelectSkillAction{}, damage)
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return true
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}
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// Effect 940: 全属性+{0},若对手处于封印属性技能状态则攻击额外+{1}
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type Effect940 struct {
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node.EffectNode
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}
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func (e *Effect940) 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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baseUp := int8(e.Args()[0].IntPart())
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if baseUp > 0 {
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applyAllPropUp(e.Ctx().Our, baseUp)
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}
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if e.Ctx().Opp.StatEffect_Exist_all() {
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extraAtkUp := int8(e.Args()[1].IntPart())
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if extraAtkUp > 0 {
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e.Ctx().Our.SetProp(e.Ctx().Our, 0, extraAtkUp)
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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, 936, &Effect936{})
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input.InitEffect(input.EffectType.Sub, 936, &Effect936Sub{})
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input.InitEffect(input.EffectType.Skill, 937, &Effect937{})
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input.InitEffect(input.EffectType.Sub, 937, &Effect937Sub{})
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input.InitEffect(input.EffectType.Skill, 938, &Effect938{})
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input.InitEffect(input.EffectType.Skill, 939, &Effect939{})
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input.InitEffect(input.EffectType.Skill, 940, &Effect940{})
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}
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