Files
bl/logic/service/fight/effect/876_880.go
昔念 5675fff48c ```
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。
```
2026-03-31 20:02:25 +08:00

149 lines
3.5 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"
)
// Effect 876: 附加自身防御、特防和速度总和{0}%的百分比伤害
type Effect876 struct {
node.EffectNode
}
func (e *Effect876) OnSkill() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
base := e.Ctx().Our.GetProp(1).Add(e.Ctx().Our.GetProp(3)).Add(e.Ctx().Our.GetProp(4))
damage := base.Mul(e.Args()[0]).Div(alpacadecimal.NewFromInt(100))
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 877: 先手时自身全属性+{0}
type Effect877 struct {
node.EffectNode
}
func (e *Effect877) OnSkill() bool {
if len(e.Args()) == 0 || !e.IsFirst() {
return true
}
applyAllPropUp(e.Ctx().Our, int8(e.Args()[0].IntPart()))
return true
}
// Effect 878: 接下来{0}回合,若先手则使对手进入{1}状态
type Effect878 struct {
node.EffectNode
}
func (e *Effect878) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 878, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect878Sub struct {
RoundEffectArg0Base
}
func (e *Effect878Sub) OnSkill() bool {
if len(e.Args()) < 2 || !e.IsFirst() {
return true
}
applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
// Effect 879: 消除对手回合类效果,消除成功则自身回复满体力
type Effect879 struct {
node.EffectNode
}
func (e *Effect879) Skill_Use() bool {
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before <= 0 {
return true
}
heal := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP())
if heal.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
return true
}
// Effect 880: 消除对手回合类效果,消除成功则下回合所有技能先制+{0}
type Effect880 struct {
node.EffectNode
}
func (e *Effect880) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 880, 1, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect880Sub struct {
RoundEffectArg0Base
}
func (e *Effect880Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if len(e.Args()) < 2 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 876, &Effect876{})
input.InitEffect(input.EffectType.Skill, 877, &Effect877{})
input.InitEffect(input.EffectType.Skill, 878, &Effect878{})
input.InitEffect(input.EffectType.Sub, 878, &Effect878Sub{})
input.InitEffect(input.EffectType.Skill, 879, &Effect879{})
input.InitEffect(input.EffectType.Skill, 880, &Effect880{})
input.InitEffect(input.EffectType.Sub, 880, &Effect880Sub{})
}