Files
bl/logic/service/fight/effect/648_652.go
xinian 7a7fae05ea
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feat: 新增战斗技能效果648-677
2026-03-30 12:11:44 +08:00

158 lines
3.7 KiB
Go

package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
// Effect 648: 若对手下次使用的攻击技能未命中则令对手{0}
type Effect648 struct {
node.EffectNode
}
func (e *Effect648) Skill_Use() bool {
monitor := e.Ctx().Our.InitEffect(input.EffectType.Sub, 648, int(e.Args()[0].IntPart()))
if monitor != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, monitor)
}
return true
}
type Effect648Sub struct {
FixedDurationNeg1Base
}
func (e *Effect648Sub) SkillHit_ex() bool {
skill := e.Ctx().SkillEntity
if skill == nil || skill.Category() == info.Category.STATUS {
return true
}
if skill.AttackTime == 0 {
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[0].IntPart()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
}
e.Alive(false)
return true
}
// Effect 649: {0}回合内受到攻击则有{1}%概率{2}{3}
type Effect649 struct {
RoundEffectArg0Base
}
func (e *Effect649) Action_end_ex() bool {
skill := e.Ctx().SkillEntity
if skill == nil || skill.Category() == info.Category.STATUS {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if !success {
return true
}
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
if statusEffect == nil {
return true
}
statusEffect.Duration(int(e.Args()[3].IntPart()))
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
return true
}
// Effect 650: 当次攻击击败对手,则自身{0}
type Effect650 struct {
node.EffectNode
}
func (e *Effect650) Skill_Use() bool {
if e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
return true
}
applyEffectPropChanges(e.Ctx().Our, e.Ctx().Our, e.SideEffectArgs, false)
return true
}
// Effect 651: {0}回合内每回合随机恢复{1}-{2}点体力
type Effect651 struct {
RoundEffectArg0Base
}
func (e *Effect651) TurnEnd() {
minHeal := int(e.Args()[1].IntPart())
maxHeal := int(e.Args()[2].IntPart())
if maxHeal < minHeal {
maxHeal = minHeal
}
healValue := minHeal
if maxHeal > minHeal {
healValue += grand.Intn(maxHeal - minHeal + 1)
}
if healValue > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, alpacadecimal.NewFromInt(int64(healValue)))
}
e.EffectNode.TurnEnd()
}
// Effect 652: 消除对手能力上升状态,消除成功下{0}回合必定暴击
type Effect652 struct {
node.EffectNode
}
func (e *Effect652) Skill_Use() bool {
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if !cleared {
return true
}
subEffect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 652, int(e.Args()[0].IntPart()))
if subEffect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, subEffect)
}
return true
}
type Effect652Sub struct {
RoundEffectArg0Base
}
func (e *Effect652Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 648, &Effect648{})
input.InitEffect(input.EffectType.Sub, 648, &Effect648Sub{})
input.InitEffect(input.EffectType.Skill, 649, &Effect649{})
input.InitEffect(input.EffectType.Skill, 650, &Effect650{})
input.InitEffect(input.EffectType.Skill, 651, &Effect651{})
input.InitEffect(input.EffectType.Skill, 652, &Effect652{})
input.InitEffect(input.EffectType.Sub, 652, &Effect652Sub{})
}