package effect import ( "blazing/logic/service/fight/action" "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) /** * 对手处于睡眠状态时,致命一击率提升n/16 */ func init() { input.InitEffect(input.EffectType.Skill, 95, &Effect95{}) } type Effect95 struct { node.EffectNode } func (e *Effect95) ActionStart(a, b *action.SelectSkillAction) bool { //fmt.Println(e.Ctx().SkillEntity) if e.Ctx().SkillEntity == nil { return true } if e.Ctx().SkillEntity.Category() == info.Category.STATUS { return true } if !e.Ctx().Opp.StatEffect_Exist(input.StatusSleep) { return true } e.Ctx().SkillEntity.CritRate += int(e.Args()[0].IntPart()) return true }