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。 ```
172 lines
4.3 KiB
Go
172 lines
4.3 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 916: 命中后{0}%使对手{1},若未触发则恢复自身全部体力
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type Effect916 struct {
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node.EffectNode
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}
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func (e *Effect916) OnSkill() bool {
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if len(e.Args()) < 2 {
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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().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP())
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return true
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}
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// Effect 917: 命中后{0}%使对手{1},未触发则附加自身最大体力值1/{2}的百分比伤害
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type Effect917 struct {
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node.EffectNode
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}
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func (e *Effect917) OnSkill() bool {
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if len(e.Args()) < 3 || e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
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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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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[2])
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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 918: 造成的伤害不足{0}则自身下{1}次造成的伤害提升{2}%
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type Effect918 struct {
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node.EffectNode
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}
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func (e *Effect918) 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.Ctx().Our.SumDamage.Cmp(e.Args()[0]) >= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 918, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect918Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect918Sub) 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 *Effect918Sub) SkillHit() 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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addSkillPowerPercent(e.Ctx().SkillEntity, e.Args()[1])
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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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// Effect 919: 后出手时使对手下回合属性技能失效
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type Effect919 struct {
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node.EffectNode
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}
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func (e *Effect919) Skill_Use() bool {
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if e.IsFirst() {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 919, 1)
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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 Effect919Sub struct {
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FixedDuration1Base
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}
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func (e *Effect919Sub) 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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// Effect 920: 未击败对手则下回合造成的伤害提升{0}%
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type Effect920 struct {
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node.EffectNode
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}
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func (e *Effect920) 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, 920, 1, int(e.Args()[0].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect920Sub struct {
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RoundEffectArg1Base
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}
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func (e *Effect920Sub) 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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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(100).Add(e.Args()[1])).Div(alpacadecimal.NewFromInt(100))
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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, 916, &Effect916{})
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input.InitEffect(input.EffectType.Skill, 917, &Effect917{})
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input.InitEffect(input.EffectType.Skill, 918, &Effect918{})
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input.InitEffect(input.EffectType.Sub, 918, &Effect918Sub{})
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input.InitEffect(input.EffectType.Skill, 919, &Effect919{})
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input.InitEffect(input.EffectType.Sub, 919, &Effect919Sub{})
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input.InitEffect(input.EffectType.Skill, 920, &Effect920{})
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input.InitEffect(input.EffectType.Sub, 920, &Effect920Sub{})
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}
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