docs(effects): 移除已完成的技能效果任务文档 移除 effects 956-1005、1263-1312、1695-1734 等范围内的未实现技能效果任务文档, 这些任务已经完成实现,相关文档不再需要维护。 ```
163 lines
3.9 KiB
Go
163 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 906: 附加对手最大体力值{0}%的百分比伤害,每次使用增加{1}%,最高{2}%
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type Effect906 struct {
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AddLvelEffect
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}
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func (e *Effect906) OnSkill() bool {
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if len(e.Args()) < 3 {
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return true
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}
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percent := e.GetADD(e.Args()[0], e.Args()[1], e.Args()[2])
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Mul(percent).Div(alpacadecimal.NewFromInt(100))
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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 907: 反转自身能力下降状态,反转成功则使对手随机{0}个技能PP归零
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type Effect907 struct {
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node.EffectNode
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}
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func (e *Effect907) 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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reversed = true
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -v)
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}
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if !reversed {
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return true
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}
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
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return true
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}
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// Effect 908: 吸收对手能力提升状态,吸收成功则对手下{0}回合所有技能失效
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type Effect908 struct {
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node.EffectNode
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}
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func (e *Effect908) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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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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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
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cleared = true
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}
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}
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if !cleared {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 908, int(e.Args()[0].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 Effect908Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect908Sub) ActionStart(a, b *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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e.Ctx().SkillEntity.SetMiss()
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return true
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}
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// Effect 909: 先出手时{0}%使对手{1},未触发则附加{2}点固定伤害
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type Effect909 struct {
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node.EffectNode
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}
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func (e *Effect909) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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if !e.IsFirst() {
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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: e.Args()[2],
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})
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return true
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}
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success {
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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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.Fixed,
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Damage: e.Args()[2],
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})
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return true
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}
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// Effect 910: 当回合击败对手则令对手{0}回合内属性技能无效
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type Effect910 struct {
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node.EffectNode
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}
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func (e *Effect910) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 910, int(e.Args()[0].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 Effect910Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect910Sub) 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().SkillEntity.SetMiss()
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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, 906, &Effect906{})
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input.InitEffect(input.EffectType.Skill, 907, &Effect907{})
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input.InitEffect(input.EffectType.Skill, 908, &Effect908{})
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input.InitEffect(input.EffectType.Sub, 908, &Effect908Sub{})
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input.InitEffect(input.EffectType.Skill, 909, &Effect909{})
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input.InitEffect(input.EffectType.Skill, 910, &Effect910{})
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input.InitEffect(input.EffectType.Sub, 910, &Effect910Sub{})
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}
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