部分技能配置

dev_chengFeng
gaoxin 2020-07-08 10:34:41 +08:00
parent 210114f62f
commit b999786cbb
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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)

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@ -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])