203 lines
5.7 KiB
Go
203 lines
5.7 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 1583: 后出手时附加当前战斗回合数×{0}的固定伤害
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type Effect1583 struct{ node.EffectNode }
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func (e *Effect1583) Skill_Use() bool {
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if len(e.Args()) == 0 || e.IsFirst() || e.Ctx().Our == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurPet[0] == nil || e.Ctx().Our.FightC == nil {
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return true
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}
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round := int64(e.Ctx().Our.FightC.GetOverInfo().Round)
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if round <= 0 {
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round = 1
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}
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damage := alpacadecimal.NewFromInt(round).Mul(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{Type: info.DamageType.Fixed, Damage: damage})
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return true
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}
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// Effect 1584: 出手时若自身未满体力则下回合自身受到的攻击伤害减少{0}%
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type Effect1584 struct{ node.EffectNode }
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func (e *Effect1584) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Our == nil || e.Ctx().Our.CurPet[0] == nil {
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return true
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}
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if e.Ctx().Our.CurPet[0].GetHP().Cmp(e.Ctx().Our.CurPet[0].GetMaxHP()) >= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1584, 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 Effect1584Sub struct{ node.EffectNode }
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func (e *Effect1584Sub) 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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}
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func (e *Effect1584Sub) DamageDivEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Sub(e.Args()[0])).Div(hundred)
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return true
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}
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// Effect 1585: {0}回合内若对手使用攻击技能则自身下{1}回合必定暴击
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type Effect1585 struct{ node.EffectNode }
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func (e *Effect1585) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Ctx().Opp == nil {
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return true
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}
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sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 1585, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if sub != nil {
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if wired, ok := sub.(*Effect1585Sub); ok {
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wired.owner = e.Ctx().Our
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}
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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 Effect1585Sub struct {
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RoundEffectArg0Base
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owner *input.Input
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buffDuration int
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triggered bool
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}
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func (e *Effect1585Sub) SetArgs(t *input.Input, a ...int) {
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e.RoundEffectArg0Base.SetArgs(t, a...)
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e.CanStack(false)
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if len(a) > 1 {
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e.buffDuration = a[1]
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}
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}
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func (e *Effect1585Sub) Action_end() bool {
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if e.triggered || e.owner == nil || 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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e.triggered = true
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sub := e.owner.InitEffect(input.EffectType.Sub, 15851, e.buffDuration)
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if sub != nil {
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e.owner.AddEffect(e.owner, sub)
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}
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e.Alive(false)
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return true
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}
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type Effect1585CritSub struct{ RoundEffectArg0Base }
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func (e *Effect1585CritSub) SetArgs(t *input.Input, a ...int) {
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e.RoundEffectArg0Base.SetArgs(t, a...)
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e.CanStack(false)
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}
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func (e *Effect1585CritSub) 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 1586: {0}%令对手{1},若对手已处于{2}状态则将此状态刷新至{3}回合
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type Effect1586 struct{ node.EffectNode }
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func (e *Effect1586) Skill_Use() bool {
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if len(e.Args()) < 4 || e.Ctx().Our == nil || e.Ctx().Opp == nil {
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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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return true
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}
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refreshStatusID := int(e.Args()[2].IntPart())
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if eff := getAliveStatusEffect(e.Ctx().Opp, refreshStatusID); eff != nil {
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eff.Duration(int(e.Args()[3].IntPart()))
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return true
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}
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addStatusByID(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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// Effect 1587: 当回合击败对手则下回合自身攻击先制+{0}
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type Effect1587 struct{ node.EffectNode }
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func (e *Effect1587) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurPet[0] == nil || e.Ctx().Opp.CurPet[0].Info.Hp > 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1587, 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 Effect1587Sub struct {
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node.EffectNode
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remaining int
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priority int
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}
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func (e *Effect1587Sub) 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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e.remaining = 1
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if len(a) > 0 {
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e.priority = a[0]
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}
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}
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func (e *Effect1587Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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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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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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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 += e.priority
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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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func init() {
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input.InitEffect(input.EffectType.Skill, 1583, &Effect1583{})
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input.InitEffect(input.EffectType.Skill, 1584, &Effect1584{})
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input.InitEffect(input.EffectType.Sub, 1584, &Effect1584Sub{})
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input.InitEffect(input.EffectType.Skill, 1585, &Effect1585{})
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input.InitEffect(input.EffectType.Sub, 1585, &Effect1585Sub{})
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input.InitEffect(input.EffectType.Sub, 15851, &Effect1585CritSub{})
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input.InitEffect(input.EffectType.Skill, 1586, &Effect1586{})
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input.InitEffect(input.EffectType.Skill, 1587, &Effect1587{})
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input.InitEffect(input.EffectType.Sub, 1587, &Effect1587Sub{})
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}
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