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bl/logic/service/fight/effect/effect_20.go

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* m%令本方疲惫n回合无法攻击
*/
func init() {
input.InitEffect(input.EffectType.Skill, 20, &Effect20{})
}
type Effect20 struct {
node.EffectNode
}
// 使用技能时不可被继承继承Miss和Hit就行
func (e *Effect20) OnSkill() bool {
ok, _, _ := e.Input.Player.Roll(e.SideEffectArgs[0], 100)
if !ok {
return true
}
t := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired))
t.Duration(e.SideEffectArgs[1])
e.Ctx().Our.AddEffect(e.Ctx().Our, t)
return true
}