ys = ys or {} slot0 = class("BattleNodeBuff", ys.Battle.BattleBuffEffect) ys.Battle.BattleNodeBuff = slot0 slot0.__name = "BattleNodeBuff" function slot0.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1) end function slot0.SetArgs(slot0, slot1, slot2) slot0._rate = slot0._tempData.arg_list.rate end function slot0.onFire(slot0, slot1, slot2) if not ys.Battle.BattleFormulas.IsHappen(slot0._rate) then return end slot3 = slot0._tempData.arg_list for slot10, slot11 in ipairs(slot1:GetAutoWeapons()) do if slot11:GetWeaponId() == slot3.weapon then slot12 = ys.Battle.BattleDataProxy.GetInstance():GetSeqCenter():NewSeq("buff" .. slot0._id) pg.NodeMgr.GetInstance():GenNode(ys.Battle.NodeData.New(slot1, { weapon = slot11 }, slot12), pg.BattleNodesCfg[slot3.node], slot12) break end end end