package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // 498 - n回合内致命一击几率上升1/m type Effect498 struct { node.EffectNode } func (e *Effect498) ActionStart(a, b *action.SelectSkillAction) bool { //fmt.Println(e.Ctx().SkillEntity) if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) { return true } e.Ctx().SkillEntity.XML.CritRate += int(e.Args()[1].IntPart()) return true } func (e *Effect498) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(a[0]) // 持续n回合 } func init() { input.InitEffect(input.EffectType.Skill, 498, &Effect498{}) }