package effect import ( "blazing/logic/service/fight/input" "blazing/logic/service/fight/node" ) // Effect 200: 若对手处于能力提升状态,{0}%概率令对手{1} type Effect200 struct { node.EffectNode } func (e *Effect200) OnSkill() bool { if e.Ctx().Opp.HasPropADD() { chance := e.Args()[0].IntPart() success, _, _ := e.Input.Player.Roll(int(chance), 100) if success { effectType := int(e.Args()[1].IntPart()) // XX类型 statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, effectType) if statusEffect != nil { e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect) } } } return true } func init() { input.InitEffect(input.EffectType.Skill, 200, &Effect200{}) }