package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) /** * 438 n概率恢复1/m */ func init() { input.InitEffect(input.EffectType.Skill, 438, &Effect438{}) } type Effect438 struct { node.EffectNode } func (e *Effect438) OnSkill() bool { ok, _, _ := e.Input.Player.Roll(e.SideEffectArgs[0], 100) if !ok { return true } e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])) return true }