| Fight/Actor/AI/AI_BossDSX.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/HeroBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/AI/AI_BossDSX.cs
@@ -13,7 +13,12 @@ private float m_TimeCount; private byte m_Step; private static byte m_Step; public static byte GetStep() { return m_Step; } private byte m_SubStep; private UIEffect m_UIEffect; Fight/Actor/HeroBehaviour.cs
@@ -153,6 +153,16 @@ } _data.defaultSkillID = m_WillUsedSkillID; m_Hero.aiHandler.currentType = E_HeroAIType.KillUntilDie; if (AI_BossDSX.GetStep() == 1) { if (m_WillUsedSkillID == 190) { if (OnUserClickSkill != null) { OnUserClickSkill(m_WillUsedSkillID); } } } } else {