615 lines
20 KiB
Go
615 lines
20 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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"github.com/gogf/gf/v2/util/grand"
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)
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const petStatusRage info.EnumPetStatus = 31
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func addStatusByID(owner, target *input.Input, statusID int) bool {
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if owner == nil || target == nil {
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return false
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}
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eff := owner.InitEffect(input.EffectType.Status, statusID)
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if eff == nil {
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return false
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}
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target.AddEffect(owner, eff)
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return true
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}
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func damageByPercent(owner, target *input.Input, percent int64) {
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if owner == nil || target == nil || percent <= 0 {
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return
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}
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target.Damage(owner, &info.DamageZone{Type: info.DamageType.Percent, Damage: alpacadecimal.NewFromInt(percent)})
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}
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func damageByFixed(owner, target *input.Input, dmg int64) {
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if owner == nil || target == nil || dmg <= 0 {
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return
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}
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target.Damage(owner, &info.DamageZone{Type: info.DamageType.Fixed, Damage: alpacadecimal.NewFromInt(dmg)})
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}
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func randomSkillPPZero(target *input.Input, count int) {
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zeroRandomSkillPP(target, count)
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}
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// Effect 1448: 自身体力低于最大体力的1/{0}时造成的伤害提升{1}%
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type Effect1448 struct{ node.EffectNode }
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func (e *Effect1448) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.CarrierInput().CurPet[0] == nil {
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return true
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}
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maxHP := e.CarrierInput().CurPet[0].GetMaxHP()
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curHP := e.CarrierInput().CurPet[0].GetHP()
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if curHP.Mul(e.Args()[0]).Cmp(maxHP) >= 0 {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
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return true
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}
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// Effect 1449: {0}回合内对手无法通过自身技能恢复体力且受到原本恢复量1/{1}的百分比伤害
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type Effect1449 struct{ node.EffectNode }
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func (e *Effect1449) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1449, e.SideEffectArgs...)
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if eff != nil {
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e.TargetInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1449Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1449Sub) Heal_Pre(_ action.BattleActionI, amount *int) bool {
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if amount == nil || len(e.Args()) < 2 {
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return true
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}
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damage := alpacadecimal.NewFromInt(int64(*amount)).Div(e.Args()[1])
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
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}
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*amount = 0
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return true
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}
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// Effect 1450: 吸取对手{0}点体力,若对手任意1项技能PP值小于{1}点则吸取效果翻倍
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type Effect1450 struct{ node.EffectNode }
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func (e *Effect1450) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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drain := e.Args()[0]
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for _, s := range e.TargetInput().CurPet[0].Info.SkillList {
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if s.PP < uint32(e.Args()[1].IntPart()) {
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drain = drain.Mul(alpacadecimal.NewFromInt(2))
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break
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}
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}
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e.TargetInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: drain})
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e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, drain)
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return true
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}
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// Effect 1451: 若自身体力高于对手则获得{0}点护盾,若自身体力低于对手则恢复自身最大体力的1/{1}
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type Effect1451 struct{ node.EffectNode }
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func (e *Effect1451) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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if e.CarrierInput().CurPet[0].GetHP().Cmp(e.TargetInput().CurPet[0].GetHP()) > 0 {
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e.CarrierInput().AddShield(e.Args()[0])
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return true
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}
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heal := e.CarrierInput().CurPet[0].GetMaxHP().Div(e.Args()[1])
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e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, heal)
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return true
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}
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// Effect 1452: 召唤龙神,使自身下{0}回合获得战之龙魂效果
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type Effect1452 struct{ node.EffectNode }
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func (e *Effect1452) Skill_Use() bool {
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if len(e.Args()) == 0 {
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return true
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}
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1452, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1452Sub struct{ RoundEffectArg0Base }
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func (e *Effect1452Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || 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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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(125)).Div(hundred)
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return true
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}
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// Effect 1453: 召唤龙神,使自身下{0}回合获得御之龙魂效果
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type Effect1453 struct{ node.EffectNode }
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func (e *Effect1453) Skill_Use() bool {
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1453, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1453Sub struct{ RoundEffectArg0Base }
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func (e *Effect1453Sub) DamageDivEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred).Div(alpacadecimal.NewFromInt(80))
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return true
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}
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// Effect 1454: 1回合做{0}-{1}次攻击,每次攻击有{2}%的概率附加{3}点固定伤害
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type Effect1454 struct{ node.EffectNode }
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func (e *Effect1454) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 4 {
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return true
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}
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hits := int(e.Args()[0].IntPart())
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if maxHits := int(e.Args()[1].IntPart()); maxHits > hits {
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hits += grand.Intn(maxHits - hits + 1)
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}
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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(int64(hits)))
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok {
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zone.Damage = zone.Damage.Add(e.Args()[3])
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}
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return true
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}
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// Effect 1455: 1回合做{0}-{1}次攻击,若本回合攻击次数达到最大则八岐大蛇进入暴怒,必定秒杀对手
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type Effect1455 struct{ node.EffectNode }
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func (e *Effect1455) Damage_Mul(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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maxHits := int(e.Args()[1].IntPart())
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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(int64(maxHits)))
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if maxHits > 0 {
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e.OpponentInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.OpponentInput().CurPet[0].GetHP()})
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}
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return true
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}
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// Effect 1456: 消耗自身全部体力,使对手受到自身最大体力1/{0}的百分比伤害,同时使自身下只出场精灵前{1}回合免疫受到的攻击伤害
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type Effect1456 struct{ node.EffectNode }
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func (e *Effect1456) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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maxHP := e.CarrierInput().CurPet[0].GetMaxHP()
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e.CarrierInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Fixed, Damage: e.CarrierInput().CurPet[0].GetHP()})
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e.TargetInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: maxHP.Div(e.Args()[0])})
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1456, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1456Sub struct{ RoundEffectArg0Base }
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func (e *Effect1456Sub) DamageLockEx(zone *info.DamageZone) bool {
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if zone != nil && zone.Type == info.DamageType.Red {
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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 1457: {0}回合内攻击技能{1}%令对手{2},未触发则使对手随机{3}项技能PP值归零
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type Effect1457 struct{ node.EffectNode }
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func (e *Effect1457) OnSkill() bool {
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if len(e.Args()) < 4 || 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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addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[2].IntPart()))
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return true
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}
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randomSkillPPZero(e.TargetInput(), int(e.Args()[3].IntPart()))
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return true
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}
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// Effect 1458: {0}回合内每回合{1}%对手属性技能无效,未触发则{2}%令对手{3}
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type Effect1458 struct{ node.EffectNode }
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func (e *Effect1458) Skill_Use() bool {
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1458, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1458Sub struct{ RoundEffectArg0Base }
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func (e *Effect1458Sub) SkillHit_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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e.Ctx().SkillEntity.XML.MustHit = 1
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return true
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}
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if len(e.Args()) >= 4 {
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok {
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addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[3].IntPart()))
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}
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}
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return true
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}
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// Effect 1459: 先出手时{0}%令对手{1},未触发则对手{2}回合属性技能无效
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type Effect1459 struct{ node.EffectNode }
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func (e *Effect1459) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.IsFirst() || 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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addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[1].IntPart()))
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return true
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}
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1459, e.SideEffectArgs...)
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if eff != nil {
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e.TargetInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1459Sub struct{ RoundEffectArg0Base }
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func (e *Effect1459Sub) SkillHit_ex() bool {
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if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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e.Ctx().SkillEntity.XML.MustHit = 1
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}
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return true
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}
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// Effect 1460: 附加{0}值{1}的{2}%的百分比伤害,先出手时附加效果翻倍
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type Effect1460 struct{ node.EffectNode }
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func (e *Effect1460) DamageAdd(zone *info.DamageZone) bool {
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if zone == nil || len(e.Args()) < 3 {
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return true
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}
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bonus := e.Args()[1].Mul(e.Args()[2]).Div(hundred)
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if e.IsFirst() {
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bonus = bonus.Mul(alpacadecimal.NewFromInt(2))
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}
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zone.Damage = zone.Damage.Add(bonus)
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return true
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}
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// Effect 1461: 恢复自身最大体力的1/{0},体力低于对手时附加等量百分比伤害
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type Effect1461 struct{ node.EffectNode }
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func (e *Effect1461) Skill_Use() bool {
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if len(e.Args()) == 0 {
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return true
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}
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heal := e.CarrierInput().CurPet[0].GetMaxHP().Div(e.Args()[0])
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e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, heal)
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if e.CarrierInput().CurPet[0].GetHP().Cmp(e.TargetInput().CurPet[0].GetHP()) < 0 {
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e.TargetInput().Damage(e.CarrierInput(), &info.DamageZone{Type: info.DamageType.Percent, Damage: heal})
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}
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return true
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}
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// Effect 1462: {0}回合内每回合使用技能附加{1}点固定伤害,附加时若自身不处于能力提升状态则固定伤害翻倍
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type Effect1462 struct{ node.EffectNode }
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func (e *Effect1462) Skill_Use() bool {
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1462, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1462Sub struct{ RoundEffectArg0Base }
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func (e *Effect1462Sub) DamageAdd(zone *info.DamageZone) bool {
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if zone == nil || len(e.Args()) < 2 {
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return true
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}
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bonus := e.Args()[1]
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boosted := false
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for _, v := range e.CarrierInput().Prop[:] {
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if v > 0 {
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boosted = true
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break
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}
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}
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if !boosted {
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bonus = bonus.Mul(alpacadecimal.NewFromInt(2))
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}
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zone.Damage = zone.Damage.Add(bonus)
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return true
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}
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// Effect 1463: 先出手时本回合自身下次死亡时恢复全部体力并解除自身的异常状态和能力下降状态
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type Effect1463 struct{ node.EffectNode }
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func (e *Effect1463) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.IsFirst() {
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return true
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}
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1463)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
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}
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return true
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}
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type Effect1463Sub struct{ FixedDuration1Base }
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func (e *Effect1463Sub) DamageLock(zone *info.DamageZone) bool {
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if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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if e.CarrierInput().CurPet[0].GetHP().Cmp(zone.Damage) > 0 {
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return true
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}
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zone.Damage = alpacadecimal.Zero
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e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, e.CarrierInput().CurPet[0].GetMaxHP())
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return true
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}
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// Effect 1464: 当回合攻击击败对手时,若对手处于{0}状态则{1}%的概率令对手下1只出场精灵进入{2}状态
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type Effect1464 struct{ node.EffectNode }
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func (e *Effect1464) OnSkill() bool {
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if e.TargetInput().CurPet[0].Info.Hp > 0 || len(e.Args()) < 3 {
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return true
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}
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if !e.TargetInput().StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
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addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[2].IntPart()))
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}
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return true
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}
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// Effect 1465: 先出手时50%的概率打出致命一击,未触发则令对手全属性-{0}
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type Effect1465 struct{ node.EffectNode }
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func (e *Effect1465) ActionStart(a, b *action.SelectSkillAction) bool {
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if !e.IsFirst() || len(e.Args()) == 0 {
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return true
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}
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if ok, _, _ := e.Input.Player.Roll(50, 100); ok {
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if e.Ctx().SkillEntity != nil {
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e.Ctx().SkillEntity.XML.CritRate = 16
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}
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return true
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}
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for i := range e.TargetInput().Prop[:] {
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e.TargetInput().SetProp(e.CarrierInput(), int8(i), int8(-e.Args()[0].IntPart()))
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}
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return true
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}
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// Effect 1466: {0}回合内若对手攻击技能未命中则{1}%令对手{2}
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type Effect1466 struct{ node.EffectNode }
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func (e *Effect1466) Skill_Use() bool {
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eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1466, e.SideEffectArgs...)
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if eff != nil {
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e.CarrierInput().AddEffect(e.CarrierInput(), eff)
|
||
}
|
||
return true
|
||
}
|
||
|
||
type Effect1466Sub struct{ RoundEffectArg0Base }
|
||
|
||
func (e *Effect1466Sub) SkillHit_ex() bool {
|
||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 || len(e.Args()) < 3 {
|
||
return true
|
||
}
|
||
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
|
||
addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[2].IntPart()))
|
||
}
|
||
return true
|
||
}
|
||
|
||
// Effect 1467: 随机使自身{0}项能力值+{1},先出手时提升效果翻倍
|
||
type Effect1467 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1467) Skill_Use() bool {
|
||
if len(e.Args()) < 2 {
|
||
return true
|
||
}
|
||
boost := int(e.Args()[1].IntPart())
|
||
if e.IsFirst() {
|
||
boost *= 2
|
||
}
|
||
count := int(e.Args()[0].IntPart())
|
||
if count <= 0 {
|
||
return true
|
||
}
|
||
indexes := grand.Perm(6)
|
||
for i := 0; i < count && i < len(indexes); i++ {
|
||
e.CarrierInput().SetProp(e.CarrierInput(), int8(indexes[i]), int8(boost))
|
||
}
|
||
return true
|
||
}
|
||
|
||
// Effect 1468: 消除双方能力提升状态、能力下降状态和护盾效果,消除任意一项成功则附加{0}点固定伤害且令对手随机{1}个技能PP值归零
|
||
type Effect1468 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1468) Skill_Use() bool {
|
||
if len(e.Args()) < 2 {
|
||
return true
|
||
}
|
||
triggered := false
|
||
for _, target := range []*input.Input{e.CarrierInput(), e.TargetInput()} {
|
||
for _, eff := range target.Effects {
|
||
if eff != nil && eff.Alive() {
|
||
eff.Alive(false)
|
||
triggered = true
|
||
}
|
||
}
|
||
}
|
||
if triggered {
|
||
damageByFixed(e.CarrierInput(), e.TargetInput(), e.Args()[0].IntPart())
|
||
randomSkillPPZero(e.TargetInput(), int(e.Args()[1].IntPart()))
|
||
}
|
||
return true
|
||
}
|
||
|
||
// Effect 1469: {0}回合内自身造成的固定伤害、百分比伤害提升{1}%
|
||
type Effect1469 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1469) Skill_Use() bool {
|
||
eff := e.CarrierInput().InitEffect(input.EffectType.Sub, 1469, e.SideEffectArgs...)
|
||
if eff != nil {
|
||
e.CarrierInput().AddEffect(e.CarrierInput(), eff)
|
||
}
|
||
return true
|
||
}
|
||
|
||
type Effect1469Sub struct{ RoundEffectArg0Base }
|
||
|
||
func (e *Effect1469Sub) Damage_Mul(zone *info.DamageZone) bool {
|
||
if zone == nil || len(e.Args()) < 2 || (zone.Type != info.DamageType.Fixed && zone.Type != info.DamageType.Percent) {
|
||
return true
|
||
}
|
||
zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
|
||
return true
|
||
}
|
||
|
||
// Effect 1470: 自身天赋值越高则技能威力越大
|
||
type Effect1470 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1470) SkillHit() bool {
|
||
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
||
return true
|
||
}
|
||
e.Ctx().SkillEntity.XML.Power += int(e.CarrierInput().CurPet[0].Info.Dv)
|
||
return true
|
||
}
|
||
|
||
// Effect 1471: 消除对手能力提升状态,消除成功则{0}%令对手{1},未触发则恢复自身最大体力的1/{2}
|
||
type Effect1471 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1471) Skill_Use() bool {
|
||
if len(e.Args()) < 3 {
|
||
return true
|
||
}
|
||
removed := false
|
||
for _, eff := range e.TargetInput().Effects {
|
||
if eff != nil && eff.Alive() {
|
||
eff.Alive(false)
|
||
removed = true
|
||
}
|
||
}
|
||
if removed {
|
||
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
|
||
addStatusByID(e.CarrierInput(), e.TargetInput(), int(e.Args()[1].IntPart()))
|
||
}
|
||
return true
|
||
}
|
||
heal := e.CarrierInput().CurPet[0].GetMaxHP().Div(e.Args()[2])
|
||
e.CarrierInput().Heal(e.CarrierInput(), &action.SelectSkillAction{}, heal)
|
||
return true
|
||
}
|
||
|
||
// Effect 1472: 自身处于能力提升状态时造成的伤害提升{0}%,先出手时效果翻倍
|
||
type Effect1472 struct{ node.EffectNode }
|
||
|
||
func (e *Effect1472) Damage_Mul(zone *info.DamageZone) bool {
|
||
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
|
||
return true
|
||
}
|
||
boosted := false
|
||
for _, v := range e.CarrierInput().Prop[:] {
|
||
if v > 0 {
|
||
boosted = true
|
||
break
|
||
}
|
||
}
|
||
if !boosted {
|
||
return true
|
||
}
|
||
percent := e.Args()[0]
|
||
if e.IsFirst() {
|
||
percent = percent.Mul(alpacadecimal.NewFromInt(2))
|
||
}
|
||
zone.Damage = zone.Damage.Mul(hundred.Add(percent)).Div(hundred)
|
||
return true
|
||
}
|
||
|
||
func init() {
|
||
input.InitEffect(input.EffectType.Skill, 1448, &Effect1448{})
|
||
input.InitEffect(input.EffectType.Skill, 1449, &Effect1449{})
|
||
input.InitEffect(input.EffectType.Sub, 1449, &Effect1449Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1450, &Effect1450{})
|
||
input.InitEffect(input.EffectType.Skill, 1451, &Effect1451{})
|
||
input.InitEffect(input.EffectType.Skill, 1452, &Effect1452{})
|
||
input.InitEffect(input.EffectType.Sub, 1452, &Effect1452Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1453, &Effect1453{})
|
||
input.InitEffect(input.EffectType.Sub, 1453, &Effect1453Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1454, &Effect1454{})
|
||
input.InitEffect(input.EffectType.Skill, 1455, &Effect1455{})
|
||
input.InitEffect(input.EffectType.Skill, 1456, &Effect1456{})
|
||
input.InitEffect(input.EffectType.Sub, 1456, &Effect1456Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1457, &Effect1457{})
|
||
input.InitEffect(input.EffectType.Skill, 1458, &Effect1458{})
|
||
input.InitEffect(input.EffectType.Sub, 1458, &Effect1458Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1459, &Effect1459{})
|
||
input.InitEffect(input.EffectType.Sub, 1459, &Effect1459Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1460, &Effect1460{})
|
||
input.InitEffect(input.EffectType.Skill, 1461, &Effect1461{})
|
||
input.InitEffect(input.EffectType.Skill, 1462, &Effect1462{})
|
||
input.InitEffect(input.EffectType.Sub, 1462, &Effect1462Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1463, &Effect1463{})
|
||
input.InitEffect(input.EffectType.Sub, 1463, &Effect1463Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1464, &Effect1464{})
|
||
input.InitEffect(input.EffectType.Skill, 1465, &Effect1465{})
|
||
input.InitEffect(input.EffectType.Skill, 1466, &Effect1466{})
|
||
input.InitEffect(input.EffectType.Sub, 1466, &Effect1466Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1467, &Effect1467{})
|
||
input.InitEffect(input.EffectType.Skill, 1468, &Effect1468{})
|
||
input.InitEffect(input.EffectType.Skill, 1469, &Effect1469{})
|
||
input.InitEffect(input.EffectType.Sub, 1469, &Effect1469Sub{})
|
||
input.InitEffect(input.EffectType.Skill, 1470, &Effect1470{})
|
||
input.InitEffect(input.EffectType.Skill, 1471, &Effect1471{})
|
||
input.InitEffect(input.EffectType.Skill, 1472, &Effect1472{})
|
||
}
|