package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) /** * 182 */ func init() { input.InitEffect(input.EffectType.Skill, 182, &Effect182{}) } type Effect182 struct { node.EffectNode } func (e *Effect182) Skill_Use() bool { if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) { // 3. 概率判定(Args()[1]为触发概率) success, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100) if !success { return true } e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), int8(e.Args()[3].IntPart())) } return true }