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commit
0a2f07e93d
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@ -232,7 +232,7 @@ end
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function BuffManager:HasBuff(target, type, checkFunc,caster,dotType)
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function BuffManager:HasBuff(target, type, checkFunc,caster,dotType)
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--如果当前是判断燃烧buff and 当前目标是攻击的主目标则直接返回true
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--如果当前是判断燃烧buff and 当前目标是攻击的主目标则直接返回true
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if type== BuffName.DOT and caster and dotType and dotType==1 and caster.curMainTarget==target then
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if type== BuffName.DOT and caster and dotType and dotType==1 and (caster.curMainTarget==target or caster.isAllBurn) then
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return true
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return true
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end
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end
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if self.buffDic.kvList[type] then
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if self.buffDic.kvList[type] then
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@ -11898,5 +11898,10 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast)
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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end,
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--视敌方全体为燃烧
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[454]=function(role, args,id,judge)
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role.isAllBurn=true
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end,
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}
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}
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return passivityList
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return passivityList
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@ -106,6 +106,7 @@ function RoleLogic:Init(uid, data, position)
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self.addAttack=0 --添加的攻击
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self.addAttack=0 --添加的攻击
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self.isNormalAttackAddRage=true --普攻是否回复怒气
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self.isNormalAttackAddRage=true --普攻是否回复怒气
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self.curMainTarget=nil --当前主目标
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self.curMainTarget=nil --当前主目标
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self.isAllBurn = false --是否视敌方全体为燃烧
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self.passiveList = {}
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self.passiveList = {}
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if data.passivity and #data.passivity > 0 then
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if data.passivity and #data.passivity > 0 then
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--排序363类型的排在前面
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--排序363类型的排在前面
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