package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // 499 - 后出手时下回合所有技能先制+m type Effect499 struct { node.EffectNode can bool } func (e *Effect499) ActionStartEx(fattack, sattack *action.SelectSkillAction) bool { if !e.can { return true } // n%几率触发 success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100) if success && e.Ctx().SkillEntity != nil { // 先制+1(提升优先级) e.Ctx().SkillEntity.AttackTime += uint32(e.Args()[1].IntPart()) } e.can = true e.Alive(false) return true } func (e *Effect499) Skill_Use() bool { if e.IsFirst() { return true } e.can = true return true } func (e *Effect104) Effect499(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(1) } func init() { input.InitEffect(input.EffectType.Skill, 499, &Effect499{}) }