[战斗]====================效果添加163 164
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@ -3201,6 +3201,47 @@ local effectList = {
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end
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end
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BattleUtil.Seckill(skill,caster,target)
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BattleUtil.Seckill(skill,caster,target)
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end,
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end,
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--近战造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[163] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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local skillNumberTime=skill.skillnumberTime or nil
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if skillNumberTime and skillNumberTime[1][1]~=0 then
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for i = 1, #skillNumberTime do
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local index=i
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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LogError("attackdamage"..os.date())
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LogError("currentframe"..BattleLogic.CurFrame())
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end)
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end
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else
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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LogError("attackdamage"..os.date())
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end)
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end
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end,
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--远程造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[164] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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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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