174 lines
3.9 KiB
Go
174 lines
3.9 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 1213: {0}回合内每回合使用技能附加对手最大体力1/{1}的百分比伤害
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type Effect1213 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1213) OnSkill() bool {
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if len(e.Args()) < 2 || e.Args()[1].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()[1])
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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 1214: 对手处于异常状态则吸取对手{0}点体力
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type Effect1214 struct {
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node.EffectNode
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}
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func (e *Effect1214) 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().Opp.StatEffect_Exist_all() {
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return true
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}
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drain := e.Args()[0]
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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: drain,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
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return true
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}
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// Effect 1215: 消除对手所有护盾效果,消除成功则使对手全属性-{0},自身体力低于对手时弱化效果翻倍
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type Effect1215 struct {
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node.EffectNode
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}
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func (e *Effect1215) 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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if e.Ctx().Opp.CurrentShield().Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Opp.ConsumeAllShield()
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debuffLevel := int(e.Args()[0].IntPart())
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) < 0 {
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debuffLevel *= 2
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}
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if debuffLevel <= 0 {
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return true
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}
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if debuffLevel > 6 {
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debuffLevel = 6
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}
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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(debuffLevel))
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return true
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}
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// Effect 1216: 反转对手能力提升状态,反转成功则恢复自身所有体力和PP值
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type Effect1216 struct {
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node.EffectNode
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}
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func (e *Effect1216) Skill_Use() bool {
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reversed := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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}
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if e.Ctx().Opp.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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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.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 1217: 消除对手能力提升状态,消除成功则对手下{0}次攻击技能无效
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type Effect1217 struct {
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node.EffectNode
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}
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func (e *Effect1217) Skill_Use() bool {
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cleared := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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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 || 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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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1217, int(e.Args()[0].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect1217Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1217Sub) 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 *Effect1217Sub) 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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func init() {
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input.InitEffect(input.EffectType.Skill, 1213, &Effect1213{})
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input.InitEffect(input.EffectType.Skill, 1214, &Effect1214{})
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input.InitEffect(input.EffectType.Skill, 1215, &Effect1215{})
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input.InitEffect(input.EffectType.Skill, 1216, &Effect1216{})
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input.InitEffect(input.EffectType.Skill, 1217, &Effect1217{})
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input.InitEffect(input.EffectType.Sub, 1217, &Effect1217Sub{})
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}
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