193 lines
4.4 KiB
Go
193 lines
4.4 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 1153: 解除自身能力下降状态,解除成功则自身下{0}回合受到的伤害减少{1}点
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type Effect1153 struct {
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node.EffectNode
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}
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func (e *Effect1153) 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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cleared := false
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for i, v := range e.Ctx().Our.Prop[:] {
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if v < 0 && e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0) {
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cleared = true
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}
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}
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if !cleared {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1153, int(e.Args()[0].IntPart()), int(e.Args()[1].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 Effect1153Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1153Sub) 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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reduce := e.Args()[1]
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if zone.Damage.Cmp(reduce) <= 0 {
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zone.Damage = alpacadecimal.Zero
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return true
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}
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zone.Damage = zone.Damage.Sub(reduce)
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return true
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}
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// Effect 1154: {0}回合内使用技能附加{1}点固定伤害,若自身体力低于对手则效果翻倍
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type Effect1154 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1154) 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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damage := e.Args()[1]
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if e.Ctx().Our.CurPet[0].GetHP().Cmp(e.Ctx().Opp.CurPet[0].GetHP()) < 0 {
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damage = damage.Mul(alpacadecimal.NewFromInt(2))
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: damage,
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})
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return true
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}
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// Effect 1155: 附加自身最大体力值{0}%的百分比伤害,连续使用每次增加{1}%,最高{2}%
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type Effect1155 struct {
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node.EffectNode
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bonus int
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}
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func (e *Effect1155) OnSkill() bool {
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if len(e.Args()) < 3 {
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return true
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}
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percent := int(e.Args()[0].IntPart()) + e.bonus
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maxPercent := int(e.Args()[2].IntPart())
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if percent > maxPercent {
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percent = maxPercent
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}
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if percent <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurPet[0].GetMaxHP().Mul(alpacadecimal.NewFromInt(int64(percent))).Div(hundred)
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: damage,
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})
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}
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e.bonus += int(e.Args()[1].IntPart())
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return true
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}
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// Effect 1156: 击败对手则恢复自身全部体力和所有技能PP值
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type Effect1156 struct {
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node.EffectNode
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}
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func (e *Effect1156) OnSkill() bool {
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if e.Ctx().Opp.CurPet[0].GetHP().Cmp(alpacadecimal.Zero) > 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurPet[0].GetMaxHP())
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e.Ctx().Our.HealPP(-1)
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return true
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}
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// Effect 1157: 消除双方能力提升、下降状态,消除任意一方成功则使对手下{0}次施放的技能无效(包括必中技能)
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type Effect1157 struct {
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node.EffectNode
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}
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func (e *Effect1157) 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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cleared := false
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for i := range e.Ctx().Our.Prop[:] {
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if e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0) {
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cleared = true
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}
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
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cleared = true
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}
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}
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if !cleared {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1157, int(e.Args()[0].IntPart()))
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if sub != nil {
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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 Effect1157Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1157Sub) 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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if len(a) > 0 {
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e.remaining = a[0]
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}
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}
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func (e *Effect1157Sub) ActionStart(a, b *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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if e.Ctx().SkillEntity == nil {
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return true
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}
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e.Ctx().SkillEntity.SetMiss()
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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, 1153, &Effect1153{})
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input.InitEffect(input.EffectType.Sub, 1153, &Effect1153Sub{})
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input.InitEffect(input.EffectType.Skill, 1154, &Effect1154{})
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input.InitEffect(input.EffectType.Skill, 1155, &Effect1155{})
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input.InitEffect(input.EffectType.Skill, 1156, &Effect1156{})
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input.InitEffect(input.EffectType.Skill, 1157, &Effect1157{})
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input.InitEffect(input.EffectType.Sub, 1157, &Effect1157Sub{})
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}
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