[战斗]=======================添加主角连击逻辑
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@ -242,6 +242,7 @@ RoleDataName = {
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InitRage = indexAdd(), --初始怒气值
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InitRage = indexAdd(), --初始怒气值
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KongBonus = indexAdd(), --时空系伤害加成
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KongBonus = indexAdd(), --时空系伤害加成
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KongReduce = indexAdd(), --时空系伤害减免
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KongReduce = indexAdd(), --时空系伤害减免
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PlayerAddSkill = indexAdd(),--主角连击
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}
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}
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-- 战斗表属性id对应战斗中属性数据
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-- 战斗表属性id对应战斗中属性数据
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@ -46,6 +46,22 @@ function this.AddMonsterSkill(skill)
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"pos", skill.owner.position,
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"pos", skill.owner.position,
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"type", BattleSkillType.Monster
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"type", BattleSkillType.Monster
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)
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)
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--判断主角连击属性
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local addPro=skill.owner:GetRoleData(RoleDataName.Speed)
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if skill.owner.position==100 then
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BattleUtil.RandomAction(addPro,function()
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if skill.type == BattleSkillType.Monster then
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local addSkill=skill
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table.insert(this.MonsterSkillList, addSkill)
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BattleLogManager.Log(
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"Add Monster continue Skill",
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"camp", skill.owner.camp,
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"pos", skill.owner.position,
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"type", BattleSkillType.Monster
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)
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end
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end)
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end
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return skill
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return skill
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end
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end
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@ -211,7 +227,7 @@ function this.Update()
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return
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return
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end
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end
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if this.MonsterSkillList and #this.MonsterSkillList > 0 then
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if this.MonsterSkillList and #this.MonsterSkillList > 0 then
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local skill = this.MonsterSkillList[1]
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local skill = this.MonsterSkillList[1]
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table.remove(this.MonsterSkillList, 1)
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table.remove(this.MonsterSkillList, 1)
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