package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) /** * 439 */ func init() { input.InitEffect(input.EffectType.Skill, 439, &Effect439{}) } type Effect439 struct { node.EffectNode } func (e *Effect439) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0]) } func (e *Effect439) Skill_Use() bool { var isprop bool for _, v := range e.Ctx().Our.Prop { if v < 0 { isprop = true } } if e.Ctx().Our.StatEffect_Exist_all() || isprop { e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ Type: info.DamageType.Fixed, Damage: e.Args()[1], }) } return true }