75 lines
1.5 KiB
Go
75 lines
1.5 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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)
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func init() {
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//对方体力小于1/2时威力加倍
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input.InitEffect(input.EffectType.Skill, 2, &Effect96{
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EffectNode: node.EffectNode{},
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Status: func(i, o *input.Input) bool {
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ret := false
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o.Pet(i, func() { //我方取敌方防御
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if o.CurrentPet.Info.Hp < (o.CurrentPet.Info.MaxHp / 2) {
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ret = true
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}
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})
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return ret
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},
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})
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//对手处于烧伤状态时,威力翻倍
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input.InitEffect(input.EffectType.Skill, 96, &Effect96{
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Status: func(i, o *input.Input) bool {
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return i.StatEffect_Exist(int(info.PetStatus.Burned))
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},
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})
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//对手处于冻伤状态时,威力翻倍
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input.InitEffect(input.EffectType.Skill, 97, &Effect96{
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Status: func(i, o *input.Input) bool {
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return i.StatEffect_Exist(int(info.PetStatus.Frozen))
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},
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})
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//对手处于麻痹状态时,威力翻倍
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input.InitEffect(input.EffectType.Skill, 102, &Effect96{
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Status: func(i, o *input.Input) bool {
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return i.StatEffect_Exist(int(info.PetStatus.Paralysis))
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},
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})
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//若对手处于睡眠状态,威力翻倍
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input.InitEffect(input.EffectType.Skill, 168, &Effect96{
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Status: func(i, o *input.Input) bool {
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return i.StatEffect_Exist(int(info.PetStatus.Sleep))
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},
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})
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}
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type Effect96 struct {
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node.EffectNode
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Status func(*input.Input, *input.Input) bool
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}
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func (e *Effect96) PreSkill(opp *input.Input, skill *info.SkillEntity) {
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if e.Status(e.Input, opp) {
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skill.Power *= 2
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}
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}
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