[战斗]=====变身卡复活机制提交
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@ -194,6 +194,7 @@ BattleEventName = {
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PassiveChangeIgnoreDef = indexAdd(),--被动改变无视防御比例
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PassiveChangeIgnoreDef = indexAdd(),--被动改变无视防御比例
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PassiveChangeDefDMGReFac = indexAdd(),--被动改变防御方减伤比例
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PassiveChangeDefDMGReFac = indexAdd(),--被动改变防御方减伤比例
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PassiveChangeRoleHit = indexAdd(),--被动改变角色命中
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PassiveChangeRoleHit = indexAdd(),--被动改变角色命中
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RoleIsVanish = indexAdd(), -- 角色已经从显示层消失
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}
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}
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@ -184,6 +184,16 @@ local _TriggerConfig = {
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end,
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end,
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},
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},
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[BattleEventName.RoleIsVanish]={
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[15]=function(skill, ...)
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local args={...}
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local role=RoleManager.GetDeadRole(skill.owner.camp)
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if role and role:IsRealDead() then
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return true
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end
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return false
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end,
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},
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}
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}
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function MTrigger.Init()
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function MTrigger.Init()
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@ -116,6 +116,9 @@ function this.CheckDead()
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end
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end
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for _, pos in ipairs(removePos) do
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for _, pos in ipairs(removePos) do
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table.insert(RealDeadList,_DeadRoleList[pos])
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table.insert(RealDeadList,_DeadRoleList[pos])
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BattleLogic.WaitForTrigger(1,function()
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleIsVanish,RealDeadList)
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end)
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_DeadRoleList[pos] = nil
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_DeadRoleList[pos] = nil
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end
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end
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@ -132,11 +135,13 @@ function this.CheckRelive()
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local removePos = {}
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local removePos = {}
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for pos, role in pairs(_ReliveRoleList) do
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for pos, role in pairs(_ReliveRoleList) do
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if role:Relive() then
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if role:Relive() then
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table.removebyvalue(RealDeadList,role)
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isReliveFrame = true
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isReliveFrame = true
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table.insert(removePos, pos)
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table.insert(removePos, pos)
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end
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end
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end
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end
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for _, pos in ipairs(removePos) do
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for _, pos in ipairs(removePos) do
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_ReliveRoleList[pos] = nil
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_ReliveRoleList[pos] = nil
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end
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end
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return isReliveFrame
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return isReliveFrame
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