【战斗】============被动472修改
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0d6566c725
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@ -12454,8 +12454,13 @@ local passivityList = {
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[472] = function(role, args)
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[472] = function(role, args)
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local ct = args[1]
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local ct = args[1]
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local time = args[2]
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local time = args[2]
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role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
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role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct)
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-- 第i1回合开始
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if curRound == 1 then
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role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct)
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role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct)
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end
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end)
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end,
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end,
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-- 处于[a]效果[b]状态的目标, 释放技能后自身改变[c][d]点怒气,
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-- 处于[a]效果[b]状态的目标, 释放技能后自身改变[c][d]点怒气,
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-- a[int buff大类型],b[int buff小类型],c[int 改变类型],d[int]
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-- a[int buff大类型],b[int buff小类型],c[int 改变类型],d[int]
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@ -12473,8 +12478,8 @@ local passivityList = {
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if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
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if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
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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 BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff)
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--local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==caster and buff.type==t1 and buff.damageType==t2 end)
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return buff.caster == role and buff.signType == t2 end) then
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if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.caster == role and buff.signType == t2 end) then
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BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除
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BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除
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BattleUtil.CalRage(role, skill.owner, v1, ct)
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BattleUtil.CalRage(role, skill.owner, v1, ct)
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end)
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end)
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