package effect import ( "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // Effect 175: 若对手处于异常状态,则{1}%自身{0}等级{2} type Effect175 struct { node.EffectNode } func (e *Effect175) OnSkill() bool { if e.Ctx().Opp.StatEffect_Exist_all() { // 对手处于异常状态 chance := e.Args()[0].IntPart() success, _, _ := e.Input.Player.Roll(int(chance), 100) if success { effectType := int(e.Args()[1].IntPart()) // XX类型 effectValue := int(e.Args()[2].IntPart()) // 等级k statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType) if statusEffect != nil { statusEffect.SetArgs(e.Ctx().Our, effectValue) e.Ctx().Our.AddEffect(e.Ctx().Our, statusEffect) } } } return true } func init() { input.InitEffect(input.EffectType.Skill, 175, &Effect175{}) }