package effect import ( "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) func init() { input.InitEffect(input.EffectType.Skill, 152, &Effect152{}) } type Effect152 struct { node.EffectNode } func (e *Effect152) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0]) } func (e *Effect152) Skill_Use_ex() bool { if e.Ctx().SkillEntity == nil { return true } ok, _, _ := e.Input.Player.Roll(e.SideEffectArgs[1], 100) if !ok { return true } eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart())) if eff == nil { return true } e.Ctx().Opp.AddEffect(e.Ctx().Our, eff) return true }