380 lines
9.8 KiB
Go
380 lines
9.8 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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// Effect 1092: 后出手时使对手{0},未触发则附加自身当前体力1/{1}的百分比伤害
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type Effect1092 struct{ node.EffectNode }
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func (e *Effect1092) 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.IsFirst() {
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart()))
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return true
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}
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if e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetHP().Div(e.Args()[1])
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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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return true
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}
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// Effect 1093: 出手时若自身体力低于对手则恢复自身最大体力的1/{0}
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type Effect1093 struct{ node.EffectNode }
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func (e *Effect1093) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) >= 0 {
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return true
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}
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heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if heal.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
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}
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return true
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}
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// Effect 1094: 消除对手回合类效果,消除成功则令对手随机2项技能PP值归零;消除对手能力提升状态,消除成功则令自身下2回合使用技能触发星皇之怒的概率提升20%
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type Effect1094 struct {
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node.EffectNode
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furyChanceBonusUses int
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starFuryActive bool
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}
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func (e *Effect1094) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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if old := t.GetEffect(input.EffectType.Skill, 1094); old != nil {
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if prev, ok := old.(*Effect1094); ok {
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e.furyChanceBonusUses = prev.furyChanceBonusUses
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}
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}
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}
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func (e *Effect1094) Skill_Use() bool {
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skill := e.Ctx().SkillEntity
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if skill == nil {
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return true
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}
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chance := 50
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if e.furyChanceBonusUses > 0 {
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chance += 20
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e.furyChanceBonusUses--
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}
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beforeTurn := activeTurnEffectCount(e.Ctx().Opp)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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if beforeTurn > 0 {
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zeroRandomSkillPP(e.Ctx().Opp, 2)
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}
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if clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
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e.furyChanceBonusUses = 2
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}
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if e.starFuryActive {
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if !e.Ctx().Opp.HasPropADD() {
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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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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}
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(chance, 100)
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if !ok {
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return true
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}
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furySkill := cloneSkillEntity(skill)
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if furySkill == nil {
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return true
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}
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if furySkill.Category() != info.Category.STATUS {
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furySkill.XML.Power = halvePower(furySkill.XML.Power)
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}
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e.starFuryActive = true
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executeExtraSkill(e.Ctx().Our, e.Ctx().Opp, furySkill)
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e.starFuryActive = false
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return true
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}
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// Effect 1095: 3回合内若对手使用属性技能则命中前令对手所有技能随机降低1-3点PP值;3回合内若对手使用攻击技能则使用后受到对手最大体力1/3的百分比伤害;己方免疫下2次受到的异常状态
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type Effect1095 struct {
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node.EffectNode
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starFuryActive bool
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}
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func (e *Effect1095) Skill_Use() bool {
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skill := e.Ctx().SkillEntity
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if skill == nil {
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return true
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}
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watch := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1095, 3)
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if watch != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, watch)
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}
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immune := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1099, 2)
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if immune != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, immune)
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}
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if e.starFuryActive {
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rounds := 2
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if !e.IsFirst() {
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rounds++
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}
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protect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 821, rounds)
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if protect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, protect)
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}
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priority := e.Ctx().Our.InitEffect(input.EffectType.Sub, 10951, 2, 2)
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if priority != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, priority)
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}
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(50, 100)
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if !ok {
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return true
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}
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furySkill := cloneSkillEntity(skill)
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if furySkill == nil {
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return true
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}
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if furySkill.Category() != info.Category.STATUS {
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furySkill.XML.Power = halvePower(furySkill.XML.Power)
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}
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e.starFuryActive = true
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executeExtraSkill(e.Ctx().Our, e.Ctx().Opp, furySkill)
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e.starFuryActive = false
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return true
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}
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type Effect1095Sub struct{ RoundEffectArg0Base }
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func (e *Effect1095Sub) ActionStart(a, b *action.SelectSkillAction) 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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e.Ctx().Opp.DelPP(grand.Intn(3) + 1)
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return true
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}
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func (e *Effect1095Sub) Skill_Use_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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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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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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return true
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}
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type Effect1095PrioritySub struct{ RoundEffectArg0Base }
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func (e *Effect1095PrioritySub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil || len(e.Args()) < 2 {
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return true
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}
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current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
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return true
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}
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// Effect 1096: 全属性+1,自身当前体力低于最大体力的1/2时强化效果翻倍;4回合内每回合使用技能吸取对手最大体力的1/3;自身下2次使用技能触发星皇之怒的概率翻倍
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type Effect1096 struct {
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node.EffectNode
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furyChanceDoubleUses int
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starFuryActive bool
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}
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func (e *Effect1096) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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if old := t.GetEffect(input.EffectType.Skill, 1096); old != nil {
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if prev, ok := old.(*Effect1096); ok {
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e.furyChanceDoubleUses = prev.furyChanceDoubleUses
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}
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}
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}
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func (e *Effect1096) Skill_Use() bool {
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skill := e.Ctx().SkillEntity
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if skill == nil {
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return true
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}
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chance := 50
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if e.furyChanceDoubleUses > 0 {
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chance *= 2
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if chance > 100 {
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chance = 100
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}
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e.furyChanceDoubleUses--
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}
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boost := int8(1)
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if e.Ctx().Our.CurrentPet.GetHP().Mul(alpacadecimal.NewFromInt(2)).Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) < 0 {
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boost = 2
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}
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applyAllPropUp(e.Ctx().Our, boost)
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drain := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1096, 4)
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if drain != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, drain)
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}
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e.furyChanceDoubleUses = 2
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if e.starFuryActive {
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damageBoost := e.Ctx().Our.InitEffect(input.EffectType.Sub, 10961, 2)
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if damageBoost != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, damageBoost)
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}
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reduce := e.Ctx().Our.InitEffect(input.EffectType.Sub, 10962, 2)
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if reduce != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, reduce)
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}
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return true
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}
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if e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(chance, 100)
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if !ok {
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return true
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}
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furySkill := cloneSkillEntity(skill)
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if furySkill == nil {
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return true
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}
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if furySkill.Category() != info.Category.STATUS {
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furySkill.XML.Power = halvePower(furySkill.XML.Power)
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}
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e.starFuryActive = true
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executeExtraSkill(e.Ctx().Our, e.Ctx().Opp, furySkill)
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e.starFuryActive = false
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return true
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}
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type Effect1096DrainSub struct{ RoundEffectArg0Base }
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func (e *Effect1096DrainSub) OnSkill() bool {
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(3))
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if e.Ctx().Our.CurrentPet.GetHP().Mul(alpacadecimal.NewFromInt(2)).Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) < 0 {
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damage = damage.Mul(alpacadecimal.NewFromInt(2))
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}
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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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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
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return true
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}
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type Effect1096DamageBoostSub struct{ RoundEffectArg0Base }
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func (e *Effect1096DamageBoostSub) Damage_Mul(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 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(2))
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return true
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}
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type Effect1096DamageReduceSub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1096DamageReduceSub) 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 *Effect1096DamageReduceSub) DamageLockEx(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
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return true
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}
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reduce := zone.Damage.Mul(alpacadecimal.NewFromInt(50)).Div(hundred)
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if reduce.Cmp(zone.Damage) >= 0 {
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zone.Damage = alpacadecimal.Zero
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} else {
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zone.Damage = zone.Damage.Sub(reduce)
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}
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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, 1092, &Effect1092{})
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input.InitEffect(input.EffectType.Skill, 1093, &Effect1093{})
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input.InitEffect(input.EffectType.Skill, 1094, &Effect1094{})
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input.InitEffect(input.EffectType.Skill, 1095, &Effect1095{})
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input.InitEffect(input.EffectType.Sub, 1095, &Effect1095Sub{})
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input.InitEffect(input.EffectType.Sub, 10951, &Effect1095PrioritySub{})
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input.InitEffect(input.EffectType.Skill, 1096, &Effect1096{})
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input.InitEffect(input.EffectType.Sub, 1096, &Effect1096DrainSub{})
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input.InitEffect(input.EffectType.Sub, 10961, &Effect1096DamageBoostSub{})
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input.InitEffect(input.EffectType.Sub, 10962, &Effect1096DamageReduceSub{})
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}
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