docs(effect): 移除已完成的效果任务文档 移除effects 876-1061范围内的任务文档,这些effect已经实现或不再需要跟踪。 包括task-053至task-089的多个任务列表,涵盖各种战斗效果的实现说明。 ```
196 lines
4.5 KiB
Go
196 lines
4.5 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 1041: 造成的攻击伤害若低于{0}则令对手下{1}次使用的攻击技能无效
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type Effect1041 struct {
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node.EffectNode
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}
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func (e *Effect1041) Skill_Use() bool {
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if len(e.Args()) < 2 || 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 || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1041, int(e.Args()[1].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 Effect1041Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1041Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.CanStack(false)
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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 *Effect1041Sub) 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 || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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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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// Effect 1042: {0}回合内每回合自身技能消除对手能力提升状态
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type Effect1042 struct {
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node.EffectNode
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}
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func (e *Effect1042) 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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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1042, int(e.Args()[0].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 Effect1042Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1042Sub) Skill_Use_ex() bool {
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clearPositivePropsTo(e.Ctx().Opp, e.Ctx().Our)
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return true
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}
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// Effect 1043: 反转自身能力下降状态,反转成功则{0}回合受到的伤害转化为自身体力
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type Effect1043 struct {
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node.EffectNode
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}
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func (e *Effect1043) 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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reversed := false
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for i, v := range e.Ctx().Our.Prop[:] {
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if v >= 0 {
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continue
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}
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if e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -2*v) {
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reversed = true
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}
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}
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if !reversed {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1043, int(e.Args()[0].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 Effect1043Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1043Sub) DamageLockEx(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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if zone.Damage.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{}, zone.Damage)
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zone.Damage = alpacadecimal.Zero
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return true
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}
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// Effect 1045: 未击败对手则附加自身最大体力/{0}的百分比伤害
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type Effect1045 struct {
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node.EffectNode
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}
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func (e *Effect1045) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp == 0 {
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return true
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}
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if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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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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return true
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}
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// Effect 1046: 若对手不处于异常状态则附加对手最大体力/{0}的百分比伤害
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type Effect1046 struct {
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node.EffectNode
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}
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func (e *Effect1046) OnSkill() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp.StatEffect_Exist_all() {
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return true
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}
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if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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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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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1041, &Effect1041{})
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input.InitEffect(input.EffectType.Sub, 1041, &Effect1041Sub{})
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input.InitEffect(input.EffectType.Skill, 1042, &Effect1042{})
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input.InitEffect(input.EffectType.Sub, 1042, &Effect1042Sub{})
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input.InitEffect(input.EffectType.Skill, 1043, &Effect1043{})
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input.InitEffect(input.EffectType.Sub, 1043, &Effect1043Sub{})
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input.InitEffect(input.EffectType.Skill, 1045, &Effect1045{})
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input.InitEffect(input.EffectType.Skill, 1046, &Effect1046{})
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}
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