160 lines
3.7 KiB
Go
160 lines
3.7 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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"math"
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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 663: {0}回合内若对手使用攻击技能则{1}%使对手{2}
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type Effect663 struct {
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RoundEffectArg0Base
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}
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func (e *Effect663) Skill_Use_ex() 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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success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if !success {
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return true
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}
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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return true
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}
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// Effect 664: 若先出手则当回合对手无法造成攻击伤害
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type Effect664 struct {
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node.EffectNode
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}
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func (e *Effect664) DamageLockEx(zone *info.DamageZone) bool {
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if !e.IsFirst() || zone == nil || zone.Type != info.DamageType.Red {
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return true
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}
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zone.Damage = alpacadecimal.Zero
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return true
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}
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// Effect 665: 造成的伤害低于{0}则{1}回合内自身受到的伤害减少{2}
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type Effect665 struct {
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node.EffectNode
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}
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func (e *Effect665) Skill_Use() bool {
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if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) >= 0 {
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return true
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}
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reductionEffect := e.Ctx().Our.InitEffect(
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input.EffectType.Sub,
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665,
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int(e.Args()[1].IntPart()),
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int(e.Args()[2].IntPart()),
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)
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if reductionEffect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, reductionEffect)
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}
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return true
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}
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type Effect665Sub struct {
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node.EffectNode
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}
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func (e *Effect665Sub) SetArgs(t *input.Input, a ...int) {
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setArgsWithDuration0(&e.EffectNode, t, a...)
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}
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func (e *Effect665Sub) DamageSubEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) > 0 {
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zone.Damage = zone.Damage.Sub(e.Args()[1])
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} else {
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zone.Damage = alpacadecimal.Zero
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}
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return true
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}
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// Effect 666: 使自身下回合攻击必定先手、必定暴击
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type Effect666 struct {
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FixedDuration1Base
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active bool
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}
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func (e *Effect666) Skill_Use() bool {
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e.active = true
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return true
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}
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func (e *Effect666) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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if !e.active {
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return true
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}
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if sattack == nil || sattack.PlayerID != e.Ctx().Our.UserID || sattack.SkillEntity == nil {
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return true
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}
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if sattack.SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if fattack == nil || fattack.PlayerID == e.Ctx().Our.UserID {
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return true
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}
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sattack.SkillEntity.XML.Priority = math.MaxInt
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return true
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}
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func (e *Effect666) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.active || e.Ctx().SkillEntity == nil {
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return true
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}
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if 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 667: 自身为满体力时{0}{1}
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type Effect667 struct {
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node.EffectNode
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}
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func (e *Effect667) Skill_Use() bool {
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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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for i := 0; i < len(e.SideEffectArgs) && i < 6; i++ {
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if e.SideEffectArgs[i] == 0 {
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continue
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), int8(e.SideEffectArgs[i]))
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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, 663, &Effect663{})
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input.InitEffect(input.EffectType.Skill, 664, &Effect664{})
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input.InitEffect(input.EffectType.Skill, 665, &Effect665{})
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input.InitEffect(input.EffectType.Sub, 665, &Effect665Sub{})
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input.InitEffect(input.EffectType.Skill, 666, &Effect666{})
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input.InitEffect(input.EffectType.Skill, 667, &Effect667{})
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}
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