diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index c677846a88..d75ee39523 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2388,6 +2388,17 @@ local effectList = { end end) end, + --[a]% 的概率 放逐 目标[b]回合 + --a[float],b[int] + [127] = function(caster, target, args, interval, skill) + local pro = args[1] + local round = args[2] + BattleLogic.WaitForTrigger(interval, function () + BattleUtil.RandomAction(pro, function () + target:AddBuff(Buff.Create(caster, BuffName.Exile, round)) + end) + end) + end, } return effectList \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua index 94a218c231..7261a60945 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua @@ -80,7 +80,7 @@ local _ConditionConfig = { local r = Random.Range01() -- 判断概率 if isEnough then - return r>rand/10000 + return rand/10000>r end return false end, diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index e00ddcdb89..da8947ebdc 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -84,6 +84,7 @@ function RoleLogic:Init(uid, data, position) self.type = BattleUnitType.Role self.passiveList = {} if data.passivity and #data.passivity > 0 then + table.sort(data.passivity,function(a,b)return a[1] < b[1] end) for i = 1, #data.passivity do local v = data.passivity[i] local passivityId=v[1] @@ -96,7 +97,7 @@ function RoleLogic:Init(uid, data, position) if BattleUtil.Passivity[id] then BattleUtil.Passivity[id](self, args,passivityId,judge) -- 加入被动列表 - table.insert(self.passiveList, {id, args}) + table.insert(self.passiveList, {id, args,passivityId}) end end end