package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // 攻击中毒的对手时,自身回复1/n最大体力值 type Effect145 struct { node.EffectNode } func init() { input.InitEffect(input.EffectType.Skill, 145, &Effect145{}) } // 命中之后 func (e *Effect145) OnSkill() bool { if e.Ctx().Opp.StatEffect_Exist(info.PetStatus.Poisoned) { heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0]) e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal) } return true }