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bl/logic/service/fight/effect/effect_151.go

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 攻击中毒的对手时自身回复1/n最大体力值
type Effect151 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 151, &Effect151{})
}
// 命中之后
func (e *Effect151) OnSkill() bool {
if e.Ctx().Opp.StatEffect_Exist(info.PetStatus.Burned) {
chance := e.EffectNode.SideEffectArgs[0]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
} else {
chance := e.EffectNode.SideEffectArgs[1]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
}
r := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired))
e.Ctx().Opp.AddEffect(e.Ctx().Our, r)
return true
}