package effect import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // 470 - n回合内若自身攻击技能命中则m%令对手p type Effect470 struct { node.EffectNode } func (e *Effect470) SkillHit() bool { if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() != info.Category.STATUS { chance := e.Args()[1].IntPart() // m% success, _, _ := e.Input.Player.Roll(int(chance), 100) if success { effectType := int(e.Args()[2].IntPart()) // p类型(异常状态) statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType) if statusEffect != nil { e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect) } } } return true } func (e *Effect470) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.EffectNode.Duration(a[0]) // 持续n回合 } func init() { input.InitEffect(input.EffectType.Skill, 513, &Effect513{}) }