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@ -33,6 +33,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage) --type 0 异
|
|||
self.teamSkillType = isTeamSkill and floor(effectData[1] / 100) or 0
|
||||
self.id = effectData[1] -- 技能ID
|
||||
self.hitTime = effectData[2] -- 效果命中需要的时间
|
||||
LogGreen("skill init")
|
||||
self.continueTime = effectData[3] -- 命中后伤害持续时间
|
||||
self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
|
||||
|
||||
|
@ -100,9 +101,8 @@ local function DoEffect(caster, target, eff, duration, skill)
|
|||
)
|
||||
end
|
||||
end
|
||||
local function takeEffect(caster, target, effects, effectIndex, duration, skill)
|
||||
|
||||
|
||||
function Skill:takeEffect(caster, target, effects, effectIndex, duration, skill)
|
||||
for k=1, #effects do
|
||||
-- 如果不是第一个效果对列的第一个效果则判断是否命中
|
||||
if k ~= 1 and effectIndex == 1 then
|
||||
|
@ -179,7 +179,8 @@ function Skill:Cast(func)
|
|||
if i == 1 then
|
||||
self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
|
||||
end
|
||||
takeEffect(self.owner, arr[j], effects, i, self.hitTime, self)
|
||||
LogGreen(self.hitTime)
|
||||
self:takeEffect(self.owner, arr[j], effects, i, self.hitTime, self)
|
||||
-- if i == 1 then
|
||||
-- self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.owner, arr[j])
|
||||
-- takeEffect(self.owner, arr[j], effects, self.hitTime, self)
|
||||
|
|
|
@ -379,7 +379,7 @@ function SkillSetView:ApplyData()
|
|||
nCombat.KeyFrame = nKeyFrame
|
||||
BattleManager.SetSkillCombat(ncId, nCombat)
|
||||
for i=2, #self.role.skill do
|
||||
self.role.skill[i][2] = nKeyFrame/1000
|
||||
self.role.skill[2] = nKeyFrame/1000
|
||||
end
|
||||
|
||||
local scId = SkillLogicConfig[sSkillId].SkillDisplay
|
||||
|
@ -390,7 +390,7 @@ function SkillSetView:ApplyData()
|
|||
sCombat.KeyFrame = sKeyFrame
|
||||
BattleManager.SetSkillCombat(scId, sCombat)
|
||||
for i=2, #self.role.superSkill do
|
||||
self.role.superSkill[i][2] = sKeyFrame/1000
|
||||
self.role.superSkill[2] = sKeyFrame/1000
|
||||
end
|
||||
|
||||
PopupTipPanel.ShowTip(Language[10241])
|
||||
|
|