战斗逻辑
parent
a89c0df8bd
commit
481cda0103
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@ -1826,7 +1826,7 @@ local effectList = {
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local f2 = args[4]
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local f2 = args[4]
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local f3 = args[5]
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local f3 = args[5]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, 0, f1)
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local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1)
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DOT.clear = false
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DOT.clear = false
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DOT.isDeBuff = true
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DOT.isDeBuff = true
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buffRandomAction(f4, target, DOT)
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buffRandomAction(f4, target, DOT)
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@ -1366,7 +1366,6 @@ local passivityList = {
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hp = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Hp), f1))
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hp = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Hp), f1))
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role.data:SubValue(RoleDataName.Hp, hp)
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role.data:SubValue(RoleDataName.Hp, hp)
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role.Event:RemoveEvent(BattleEventName.SkillCast, OnSkillCast)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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end
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end
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