Files
bl/logic/service/fight/effect/effect_power_doblue.go

75 lines
1.5 KiB
Go

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