package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) /** * m%令本方疲惫,n回合无法攻击 */ func init() { input.InitEffect(input.EffectType.Skill, 20, &Effect20{}) } type Effect20 struct { node.EffectNode } // 使用技能时,不可被继承,继承Miss和Hit就行 func (e *Effect20) OnSkill() bool { ok, _, _ := e.Input.Player.Roll(e.SideEffectArgs[0], 100) if !ok { return true } t := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired)) t.Duration(e.SideEffectArgs[1]) e.Ctx().Our.AddEffect(e.Ctx().Our, t) return true }