[战斗]=============新增352被动
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c862eac46e
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19f7984f01
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@ -8276,6 +8276,45 @@ local passivityList = {
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange)
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end,
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end,
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-- 行动击杀目标,追加[a]次普攻
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-- a[int 目标选择系数] b[flaot] c[int 伤害类型]
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[352] = function(role, args,id,judge)
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local i1 = args[1]
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local isTurn=false
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if not skill then
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return
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end
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--改为一次行动只触发一次,不管这次行动追加多少次技能,击杀多少次,都只触发一次 by:wangzhenxing dengdan 2021/7/16
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if not isTurn then
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return
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end
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if skill.isNotLoop then
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return
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end
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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for i = 1, i1 do
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role:AddSkill(BattleSkillType.Normal, false, true, nil,true,true)
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end
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isTurn=false
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if skill then
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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local onRoleTurnStart=function()
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isTurn=true
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
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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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@ -440,18 +440,21 @@ end
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-- targets 指定目标
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-- targets 指定目标
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-- isAdd 是否是追加技能
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-- isAdd 是否是追加技能
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-- isRage 是否正常操作怒气值
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-- isRage 是否正常操作怒气值
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function RoleLogic:AddSkill(type, isRage, isAdd, targets)
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function RoleLogic:AddSkill(type, isRage, isAdd, targets,isTrigger,isLoop)
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if not self.IsCanAddSkill and isAdd then return end
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if not self.IsCanAddSkill and isAdd then return end
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local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
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local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
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--角色被混乱后
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--角色被混乱后
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local isTriggerJudge=true
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local isTriggerJudge=true
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if isTrigger~=nil then
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isTriggerJudge=isTrigger
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end
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if self.ctrl_chaos then
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if self.ctrl_chaos then
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type=BattleSkillType.ChaosNormal
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type=BattleSkillType.ChaosNormal
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--混乱普攻使用普攻特效
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--混乱普攻使用普攻特效
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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isTriggerJudge=false
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isTriggerJudge=false
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end
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end
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
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--
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--
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end
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end
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@ -44,7 +44,7 @@ end
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-- 向技能列表中追加技能
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-- 向技能列表中追加技能
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function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge,isloop)
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-- 如果超出最大限制则不再追加技能
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-- 如果超出最大限制则不再追加技能
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if not this.CheckMaxCount() then
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if not this.CheckMaxCount() then
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return
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return
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@ -61,6 +61,9 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTrigge
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)
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)
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local skill = skillPool:Get()
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local skill = skillPool:Get()
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skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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if isloop then
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skill.isNotLoop=isloop
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end
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if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
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if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
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table.insert(this.DeadSkillList, skill)
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table.insert(this.DeadSkillList, skill)
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else
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else
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