[战斗]==========被动375修改
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0ce89251f8
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255603a71a
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@ -9294,7 +9294,7 @@ local passivityList = {
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BattleUtil.FinalDamageCountShield(nil,role,caster,tv)
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end
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end
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role.Event:AddEvent(BattleEventName.BloodValueChange,onValueChange,nil,nil,role)
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role.Event:AddEvent(BattleEventName.BloodValueGetZero,onValueChange,nil,nil,role)
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end,
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--自身生命[a]次低于[b]%时,为[c]目标改变[d][e]属性[f]%的效果,持续[g]回合
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--a[int],b[flaot],c[int 查找目标系数],d[int 改变类型],e[int 属性id],f[flaot],g[int]
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@ -57,8 +57,9 @@ function Blood:CountBloodValue(damage,atkRole)
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if self.bloodValue<=0 then
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value=0
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self.bloodValue=0
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self.target.Event:DispatchEvent(BattleEventName.BloodValueGetZero,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),atkRole)
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end
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),atkRole)
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
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return finalDamage
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end
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@ -196,6 +196,7 @@ BattleEventName = {
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PassiveChangeRoleHit = indexAdd(),--被动改变角色命中
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RoleIsVanish = indexAdd(), -- 角色已经从显示层消失
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CheckDamageIsImmune = indexAdd(),--检测伤害是否免疫
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BloodValueGetZero = indexAdd(), --御甲值清零
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}
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