[战斗]==============添加效果127 任务初始化时被动排序
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@ -2388,6 +2388,17 @@ local effectList = {
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end
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end
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end)
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end)
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end,
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end,
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--[a]% 的概率 放逐 目标[b]回合
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--a[float],b[int]
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[127] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local round = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.RandomAction(pro, function ()
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target:AddBuff(Buff.Create(caster, BuffName.Exile, round))
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end)
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end)
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end,
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}
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}
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return effectList
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return effectList
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@ -80,7 +80,7 @@ local _ConditionConfig = {
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local r = Random.Range01()
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local r = Random.Range01()
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-- 判断概率
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-- 判断概率
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if isEnough then
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if isEnough then
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return r>rand/10000
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return rand/10000>r
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end
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end
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return false
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return false
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end,
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end,
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@ -84,6 +84,7 @@ function RoleLogic:Init(uid, data, position)
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self.type = BattleUnitType.Role
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self.type = BattleUnitType.Role
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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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table.sort(data.passivity,function(a,b)return a[1] < b[1] end)
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for i = 1, #data.passivity do
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for i = 1, #data.passivity do
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local v = data.passivity[i]
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local v = data.passivity[i]
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local passivityId=v[1]
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local passivityId=v[1]
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@ -96,7 +97,7 @@ function RoleLogic:Init(uid, data, position)
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if BattleUtil.Passivity[id] then
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if BattleUtil.Passivity[id] then
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BattleUtil.Passivity[id](self, args,passivityId,judge)
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BattleUtil.Passivity[id](self, args,passivityId,judge)
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-- 加入被动列表
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-- 加入被动列表
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table.insert(self.passiveList, {id, args})
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table.insert(self.passiveList, {id, args,passivityId})
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end
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end
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end
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end
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end
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end
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