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。 ```
240 lines
6.4 KiB
Go
240 lines
6.4 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 996: 自身体力高于1/{0}时,附加自身当前体力{1}%的百分比伤害
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type Effect996 struct {
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node.EffectNode
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}
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func (e *Effect996) OnSkill() bool {
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if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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threshold := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(threshold) <= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetHP().Mul(e.Args()[1]).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 997: 自身体力低于1/{0}时,恢复自身最大体力的1/{1}并造成等量百分比伤害
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type Effect997 struct {
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node.EffectNode
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}
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func (e *Effect997) OnSkill() bool {
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if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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threshold := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(threshold) >= 0 {
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return true
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}
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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
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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 998: {0}回合内自身能力提升状态被消除或吸取时,{1}回合内对手属性技能命中效果失效
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type Effect998 struct {
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node.EffectNode
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}
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func (e *Effect998) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 998, int(e.Args()[0].IntPart()), int(e.Args()[1].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 Effect998Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect998Sub) SkillHit_ex() 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 999: 自身每处于{0}种能力提升状态,造成的伤害提升{1}%
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type Effect999 struct {
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node.EffectNode
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}
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func (e *Effect999) SkillHit() bool {
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if len(e.Args()) < 2 || 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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step := int(e.Args()[0].IntPart())
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if step <= 0 {
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return true
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}
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boostCount := 0
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for _, v := range e.Ctx().Our.Prop[:] {
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if v > 0 {
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boostCount++
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}
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}
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mul := boostCount / step
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if mul <= 0 {
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return true
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}
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addSkillPowerPercent(e.Ctx().SkillEntity, e.Args()[1].Mul(alpacadecimal.NewFromInt(int64(mul))))
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return true
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}
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// Effect 1000: 命中则{0}%使对手{1},未触发则附加{2}点固定伤害
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type Effect1000 struct {
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node.EffectNode
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}
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func (e *Effect1000) 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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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 1001: 全属性+{0},对手处于异常状态时强化效果翻倍
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type Effect1001 struct {
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node.EffectNode
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}
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func (e *Effect1001) 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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boost := int8(e.Args()[0].IntPart())
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if e.Ctx().Opp.StatEffect_Exist_all() {
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boost *= 2
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}
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applyAllPropUp(e.Ctx().Our, boost)
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return true
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}
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// Effect 1002: 若对手处于异常状态则先制+1
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type Effect1002 struct {
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node.EffectNode
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}
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func (e *Effect1002) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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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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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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current.SkillEntity.XML.Priority++
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return true
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}
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// Effect 1003: 命中后{0}%使对手{1},未触发则使对手全属性-{2}
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type Effect1003 struct {
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node.EffectNode
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}
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func (e *Effect1003) 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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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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applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[2].IntPart()))
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return true
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}
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// Effect 1004: {0}回合内使用技能附加{1}点固定伤害,若自身体力高于对手则效果翻倍
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type Effect1004 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1004) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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damage := e.Args()[1]
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) > 0 {
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damage = damage.Mul(alpacadecimal.NewFromInt(2))
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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: damage,
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})
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return true
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}
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// Effect 1005: 恢复自身最大体力的1/{0}并造成等量百分比伤害
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type Effect1005 struct {
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node.EffectNode
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}
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func (e *Effect1005) OnSkill() 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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damage := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
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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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func init() {
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input.InitEffect(input.EffectType.Skill, 996, &Effect996{})
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input.InitEffect(input.EffectType.Skill, 997, &Effect997{})
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input.InitEffect(input.EffectType.Skill, 998, &Effect998{})
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input.InitEffect(input.EffectType.Sub, 998, &Effect998Sub{})
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input.InitEffect(input.EffectType.Skill, 999, &Effect999{})
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input.InitEffect(input.EffectType.Skill, 1000, &Effect1000{})
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input.InitEffect(input.EffectType.Skill, 1001, &Effect1001{})
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input.InitEffect(input.EffectType.Skill, 1002, &Effect1002{})
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input.InitEffect(input.EffectType.Skill, 1003, &Effect1003{})
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input.InitEffect(input.EffectType.Skill, 1004, &Effect1004{})
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input.InitEffect(input.EffectType.Skill, 1005, &Effect1005{})
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}
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