[战斗]=========效果130修改
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24f0812b9f
commit
7b7879ce89
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@ -2442,7 +2442,9 @@ local effectList = {
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local round = args[3]
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BattleLogic.WaitForTrigger(interval, function ()
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local damage=floor(caster.teamDamage*f1)+v1
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target:AddBuff(Buff.Create(caster, BuffName.DOT,round, 1,3,damage))
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local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
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buff.isRealDamage=true
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target:AddBuff(buff)
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end)
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end,
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--对目标造成神佑状态,造成主角战斗力[a]%+[b]的血量,持续[c]回合,溢出部分转化为御甲
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@ -19,14 +19,14 @@ function DOT:SetData(...)
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-- 刷新排序等级
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self.sort = 2
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if self.damageType == 3 then -- 流血buff在行动之后刷新
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self.sort = 3
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end
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-- if self.damageType == 3 then -- 流血buff在行动之后刷新
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-- self.sort = 3
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-- end
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end
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--初始化后调用一次
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function DOT:OnStart()
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if self.caster.isTeam then
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if self.caster.isTeam or self.caster.type == BattleUnitType.Player then
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self.isRealDamage = true
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end
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end
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@ -1,7 +1,7 @@
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MCondition = {}
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local this = MCondition
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local castRound=0
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local skillRound={}
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local _ConditionConfig = {
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[0] = function(skill, condition) --0:无限制条件
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return true
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@ -141,19 +141,18 @@ local _ConditionConfig = {
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-- 获取当前回合
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return true
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-- local curRound = BattleLogic.GetCurRound()
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-- if castRound==0 then
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-- castRound=curRound
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-- return true
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-- else
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-- if curRound==castRound+comValue then
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-- castRound=curRound
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-- LogError("22222")
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-- return true
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-- end
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-- end
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-- return false
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--return true
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local curRound = BattleLogic.GetCurRound()
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if not skillRound[skill.id] then
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skillRound[skill.id]=curRound
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return true
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else
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if curRound==skillRound[skill.id]+comValue then
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skillRound[skill.id]=curRound
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return true
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end
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end
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return false
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end,
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}
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@ -170,8 +169,8 @@ end
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-- 清除缓存
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function MCondition.ClearCache()
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if castRound then
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castRound=0
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if skillRound then
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skillRound={}
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end
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end
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