【回滚提交】1

dev_chengFeng
JieLing 2021-03-13 16:41:06 +08:00
parent 054d6cba54
commit 0bae1d524b
1 changed files with 25 additions and 96 deletions

View File

@ -1839,34 +1839,27 @@ local passivityList = {
-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)
-- a[int] b[int]
-- 释放技能后给除自己外己方生命最少的武将附加无敌盾持续[b]回合(只剩自己则不加)
--b[属性]
[104] = function(role, args,id,judge)
local i1 = args[1]
local num = args[2]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
local heros={}
if skill.type == BattleSkillType.Special then
local list = RoleManager.Query(function(v) return v.camp == role.camp end)
BattleUtil.SortByHpFactor(list, 1)
local target = nil
for i = 1, #list do
if not list[i]:IsRealDead() and list[i] ~= role then
-- target = list[i]
table.insert(heros,list[i])
-- break
target = list[i]
break
end
end
if heros then
for i = 1, i1 do
if heros[i] then
heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0))
end
end
if target then
target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0, 0))
end
end
end
@ -2740,7 +2733,7 @@ local passivityList = {
end,
-- 战斗第开始无敌[a]回合
-- 战斗第[a]回合无敌
-- a[int]
[141] = function(role, args)
local i1 = args[1]
@ -2749,7 +2742,6 @@ local passivityList = {
-- 第i1回合开始
if curRound == i1 then
buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0)
buff.cover = false
buff.clear = false
role:AddBuff(buff)
end
@ -3123,7 +3115,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.RoleHit, onHit)
end,
-- 复活友方[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]%
-- 复活友方[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]%
-- a[int]b[float]c[int] d[int] e[float] (d,e不配就不会额外回复)
[154] = function(role, args)
local i1 = args[1]
@ -3142,7 +3134,7 @@ local passivityList = {
f1=v1
end
counter = counter + 1
if counter <= i1 then
if counter == i1 then
deadRole:SetRelive(f1)
end
end
@ -3196,11 +3188,10 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster)
end,
-- 释放技能后回复当前本方阵容最靠前[a]名武将[b]点怒气
-- a[int] b[int]
-- 释放技能后回复当前本方阵容最靠前武将[a]点怒气
-- a[int]
[158] = function(role, args,id,judge)
local i1 = args[1]
local num = args[2]
local onSkillCastEnd = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
@ -3210,14 +3201,10 @@ local passivityList = {
table.sort(list, function(a, b)
return a.position < b.position
end)
local aaa = 0
for i= 1, #list do
if list[i] and not list[i]:IsRealDead() then
BattleUtil.CalRage(role, list[i], num, CountTypeName.Add)
aaa=aaa+1
if aaa==i1 then
break
end
BattleUtil.CalRage(role, list[i], i1, CountTypeName.Add)
break
end
end
end
@ -4772,19 +4759,16 @@ local passivityList = {
end,
-- 大闹天宫胜利次数
[225] = function(role, args,id,judge)
[225] = function(role, args)
--王振兴添加
local f1 = args[1]
local pro1 = args[2]
local ct1 = args[3]
local maxNum = args[4]
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp,id)
-- LogError("id: "..id.." 胜利次数:"..num)
local num = OutDataManager.GetOutData(role.camp, OutDataName.WinTimes)
num = min(maxNum, num)
if num==0 then
return
end
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
end,
@ -4978,7 +4962,7 @@ local passivityList = {
-- 猎妖之路专属
-- 根据同时拥有夜明珠的数量获得效果2个[c]改变[a]的[b]3个[f]改变[d]的[e]4个[i]改变[g]的[h]
-- a[float],b[属性],c[改变类型],d[float],e[属性],f[改变类型],g[float],h[属性],i[改变类型]
[237] = function(role, args,id,judge)
[237] = function(role, args)
local f1 = args[1]
local pro1 = args[2]
local ct1 = args[3]
@ -4990,8 +4974,7 @@ local passivityList = {
local ct3 = args[9]
local num = OutDataManager.GetOutData(role.camp,id)
LogError("舍利子数量 "..num)
local num = OutDataManager.GetOutData(role.camp, OutDataName.DarkGlowBallNum)
if num >= 2 then
BattleUtil.AddProp(role, pro1, f1, ct1)
end
@ -5005,7 +4988,7 @@ local passivityList = {
-- 猎妖之路专属
-- 在大闹天空的第[a]层中,我方武将[d]改变[b]的[c][g改变[e]的[f]
-- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型]
[238] = function(role, args,id,judge)
[238] = function(role, args)
local flr = args[1]
local f1 = args[2]
local pro1 = args[3]
@ -5014,7 +4997,7 @@ local passivityList = {
local pro2 = args[6]
local ct2 = args[7]
if OutDataManager.GetOutData(role.camp,id) == flr then
if OutDataManager.GetOutData(role.camp, OutDataName.DaNaoTianGongFloor) == flr then
BattleUtil.AddProp(role, pro1, f1, ct1)
BattleUtil.AddProp(role, pro2, f2, ct2)
end
@ -5022,7 +5005,7 @@ local passivityList = {
-- 猎妖之路专属
-- 每有一件紫色品质以上的战利品,我方武将[d]改变[b]的[c][g改变[e]的[f],最多[h]层
-- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int]
[239] = function(role, args,id,judge)
[239] = function(role, args)
local f1 = args[1]
local pro1 = args[2]
local ct1 = args[3]
@ -5032,7 +5015,7 @@ local passivityList = {
local maxNum = args[7]
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp, id)
local num = OutDataManager.GetOutData(role.camp, OutDataName.OrangeGloryItemNum) + OutDataManager.GetOutData(role.camp, OutDataName.RedGloryItemNum)
num = min(maxNum, num)
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
BattleUtil.AddProp(role, pro2, f2 * num, ct2)
@ -5040,15 +5023,15 @@ local passivityList = {
-- 猎妖之路专属
-- 每使用一次神秘药水,我方武将[c]改变[a]的[b],最多[d]层
-- a[float],b[属性],c[改变类型],d[int]
[240] = function(role, args,id,judge)
[240] = function(role, args)
local f1 = args[1]
local pro1 = args[2]
local ct1 = args[3]
local maxNum = args[4]
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp, id)
LogError("笔使用次数:"..num)
local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
num = min(maxNum, num)
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
end,
@ -6700,59 +6683,5 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit)
end,
--英雄[a],附加的[b]种类[c]类型buff,持续时间改变[d][e]回合
--a[int],b[int buff类型],c[int type类型],d[int 改变类型],e[int]
[306] = function(role, args)
local id = args[1]
local tp1 = args[2]
local tp2 = args[3]
local ct = args[4]
local round = args[5]
local OnBuffCaster = function(buff)
if not buff then
return
end
if buff.type~=tp1 then
return
end
if role.roleId~=id then
return
end
if buff.type == BuffName.PropertyChange then
if buff.changeType~=tp2 then
return
end
elseif buff.type==BuffName.Control then
if buff.ctrlType~=tp2 then
return
end
elseif buff.type== BuffName.DOT then
if buff.damageType~=tp2 then
return
end
elseif buff.type== BuffName.HOT then
elseif buff.type== BuffName.Shield then
if buff.shieldType~=tp2 then
return
end
elseif buff.type== BuffName.Immune then
if buff.immuneType~=tp2 then
return
end
end
if ct == 1 then --加算
buff.duration = buff.duration + round
elseif ct == 2 then --乘加算(百分比属性加算)
buff.duration = buff.duration * (1 + round)
elseif ct == 3 then --减算
buff.duration = buff.duration - round
elseif ct == 4 then --乘减算(百分比属性减算)
buff.duration = buff.duration * (1 - round)
end
end
role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster)
end,
}
return passivityList