[战斗]======被动362 修改
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d87d9f621e
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071b7e62de
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@ -8797,14 +8797,18 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
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end,
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end,
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--处于[a]类型[b]效果的目标,获得御甲时得效果改变[c][d]%,[e](e 1:自身释放)
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--处于[a]类型[b]效果的目标,获得御甲时得效果改变[c][d]%,[e](e 1:自身释放),改变概率[f](f不填为100%,a填0:为没有buff限制)
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--a[int buff类型],b[int 具体类型],c[int 改变类型],d[float],e[int]
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--a[int buff类型],b[int 具体类型],c[int 改变类型],d[float],e[int],f[float]
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[362]=function(role, args,id,judge)
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[362]=function(role, args,id,judge)
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local type1 = args[1]
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local type1 = args[1]
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local type2 = args[2]
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local type2 = args[2]
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local ct = args[3]
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local ct = args[3]
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local v1 = args[4]
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local v1 = args[4]
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local type3 = args[5]
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local type3 = args[5]
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local p1 = args[6]
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if not p1 then
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p1=1
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end
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local onPassiveBlood=function(func,trigger,caster,value)
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local onPassiveBlood=function(func,trigger,caster,value)
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if not func then
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if not func then
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return
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return
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@ -8819,10 +8823,14 @@ local passivityList = {
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if BattleLogic.BuffMgr:HasBuff(trigger, type1, nil) then
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if BattleLogic.BuffMgr:HasBuff(trigger, type1, nil) then
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isPlay=true
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isPlay=true
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end
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end
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elseif type1==0 then
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isPlay=true
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end
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end
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if isPlay and func then
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if isPlay and func then
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local dd = BattleUtil.CountValue(value,v1, ct) - value
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BattleUtil.RandomAction(p1,function()
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func(floor(BattleUtil.ErrorCorrection(dd)))
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local dd = BattleUtil.CountValue(value,v1, ct) - value
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func(floor(BattleUtil.ErrorCorrection(dd)))
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end)
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end
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BloodValuePassiveChange,onPassiveBlood,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BloodValuePassiveChange,onPassiveBlood,nil,nil,role)
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@ -9635,6 +9643,38 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onSkillCast,nil,nil,role)
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onSkillCast,nil,nil,role)
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end,
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end,
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--非[a]职业神将[b]怒气时,有[c]概率使目标[d]属性[e]改变[f]%,持续[g]回合
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--a[int],b[int],c[float],d[int],e[int],f[float],g[int]
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[388]=function(role,args,id,judge)
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local prof = args[1]
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local ct1 = args[2]
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local pro = args[3]
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local p1 = args[4]
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local ct2 = args[5]
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local v1 = args[6]
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local round = args[7]
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local onRageChange = function(caster, target, deltaRage, countType, value)
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if caster~=role then
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return
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end
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if countType~=ct1 then
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return
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end
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if target.camp~=role.camp then
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return
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end
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if prof~=0 and caster.job==prof then
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return
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end
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BattleUtil.RandomAction(pro,function()
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target:AddBuff(Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct2))
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end)
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end
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BattleLogic.Event:AddEvent(BattleEventName.RecordRageChange, onRageChange,nil,nil,role)
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end,
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}
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}
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@ -183,6 +183,7 @@ BattleEventName = {
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TemporaryChangeCrit = indexAdd(),--临时改变暴击率
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TemporaryChangeCrit = indexAdd(),--临时改变暴击率
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RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff
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RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff
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CastRageBrfore = indexAdd(),--扣除怒气之前
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CastRageBrfore = indexAdd(),--扣除怒气之前
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PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数
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}
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}
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BattleMaxFrame = 1000000
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BattleMaxFrame = 1000000
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