package effect import ( "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 Effect151 struct { node.EffectNode } func init() { input.InitEffect(input.EffectType.Skill, 151, &Effect151{}) } // 命中之后 func (e *Effect151) OnSkill() bool { if e.Ctx().Opp.StatEffect_Exist(info.PetStatus.Burned) { chance := e.EffectNode.SideEffectArgs[0] success, _, _ := e.Input.Player.Roll(chance, 100) if !success { return true } } else { chance := e.EffectNode.SideEffectArgs[1] success, _, _ := e.Input.Player.Roll(chance, 100) if !success { return true } } r := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired)) e.Ctx().Opp.AddEffect(e.Ctx().Our, r) return true }