[战斗]==============灵兽每回合释放技能次数 刷新修改
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@ -376,14 +376,18 @@ function BattleUtil.ChooseTarget(role, chooseId)
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-- end)
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-- end)
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elseif chooseWeight ==9 then --攻击最高且没被放逐过
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elseif chooseWeight ==9 then --攻击最高且没被放逐过
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local list=role.exileTargets
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local list=role.exileTargets
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local tempArr = {}
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local team = RoleManager.Query(function (r) return r.camp ~= role.camp end)
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if list then
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if list then
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BattleUtil.SortByProp(arr,RoleDataName.Attack,sort)
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for key, value in pairs(team) do
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for i = 1, #arr do
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if not value:IsDead() and not BattleUtil.ChecklistIsContainValue(role.exileTargets,value) then
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if not arr[i].isExile and not arr[i]:IsDead() and not BattleUtil:ChecklistIsContainValue(list,arr[i]) then
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--return arr[i]
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return arr[i]
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table.insert(tempArr,value)
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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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BattleUtil.SortByProp(tempArr,RoleDataName.Attack,sort)
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arr=tempArr
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elseif chooseWeight ==10 then --剩余血量百分比低于25%且生命绝对值最小
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elseif chooseWeight ==10 then --剩余血量百分比低于25%且生命绝对值最小
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return BattleUtil.GetHpPctLessThanPctHero(arr,0.25)
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return BattleUtil.GetHpPctLessThanPctHero(arr,0.25)
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elseif chooseWeight ==11 then --剩余血量百分比低于32%且生命绝对值最小
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elseif chooseWeight ==11 then --剩余血量百分比低于32%且生命绝对值最小
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@ -38,7 +38,7 @@ function MSkill:Init(owner, group, index, skillData)
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self.effectCaster = EffectCaster:New()
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self.effectCaster = EffectCaster:New()
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self.effectCaster:Init(self, effects, targets)
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self.effectCaster:Init(self, effects, targets)
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--监听回合开始消息
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--监听回合开始消息
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,function (round)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,function (round)
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self.curRoundCount = 0
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self.curRoundCount = 0
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end)
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end)
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end
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end
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