[战斗]======被动197 技能126 147修改

dev_chengFeng
wangzhenxing 2021-12-16 16:13:01 +08:00
parent 969a22a768
commit 25bc46e049
4 changed files with 29 additions and 9 deletions

View File

@ -2374,7 +2374,7 @@ local effectList = {
end end
local damage = floor(BattleUtil.ErrorCorrection(f3 * target:GetRoleData(BattlePropList[p1]))) local damage = floor(BattleUtil.ErrorCorrection(f3 * target:GetRoleData(BattlePropList[p1])))
damage=BattleUtil.CalAllReduceShield(caster,target,damage) damage=BattleUtil.CalAllReduceShield(caster,target,damage)
BattleUtil.FinalDamage(skill,caster, target,damage) BattleUtil.FinalDamage(nil,caster, target,damage)
end end
end end
end) end)
@ -2865,9 +2865,12 @@ local effectList = {
BattleUtil.FinalDamageCountShield(nil,caster, target,damage) BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
end) end)
end, end,
--复活目标,并恢复血量[a]%
--a[float]
[147]=function(caster, target, args, interval, skill) [147]=function(caster, target, args, interval, skill)
local pro=args[1]
target.isRealDead=true target.isRealDead=true
target:SetRelive(1, caster) target:SetRelive(pro, caster)
end, end,

View File

@ -4228,14 +4228,29 @@ local passivityList = {
-- a[float] -- a[float]
[197] = function(role, args,id,judge) [197] = function(role, args,id,judge)
local f1 = args[1] local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) -- local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then -- if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function() -- BattleUtil.RandomAction(f1, function()
BattleUtil.CalRage(role, role, target.Rage, CountTypeName.Add) -- LogError("1111111111111")
end) -- BattleUtil.CalRage(role, role, target.Rage, CountTypeName.Add)
-- end)
-- end
-- end
-- role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
local onSkillEnd=function(skill)
local list=skill:GetDirectTargetsNoMiss()
if not list then
return
end
for i = 1, #list do
if list[i]:IsDead() and not BattleUtil.CheckIsNoDead(list[i]) then
BattleUtil.RandomAction(f1, function()
BattleUtil.CalRage(role, role, list[i].deadRage, CountTypeName.Add)
end)
end
end end
end end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillEnd,nil,nil,role)
end, end,
-- 受到的[a]效果伤害降低[b]%(与减伤盾原理相同)[c]改变 -- 受到的[a]效果伤害降低[b]%(与减伤盾原理相同)[c]改变

View File

@ -188,7 +188,7 @@ local _TriggerConfig = {
[15]=function(skill, ...) [15]=function(skill, ...)
local args={...} local args={...}
local role=RoleManager.GetDeadRole(skill.owner.camp) local role=RoleManager.GetDeadRole(skill.owner.camp)
if role and role:IsRealDead() then if role and role:IsRealDead() and not BattleUtil.CheckIsNoDead(role) then
return true return true
end end
return false return false

View File

@ -29,6 +29,7 @@ function RoleLogic:Init(uid, data, position)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0 self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead self.isRealDead = self.isDead
self.killDamage = 0 --致死伤害 self.killDamage = 0 --致死伤害
self.deadRage = 0
self.teamDamage = data.teamDamage --最高战斗力 self.teamDamage = data.teamDamage --最高战斗力
self.superSkillDamage = 0 --技能伤害 self.superSkillDamage = 0 --技能伤害
self.killRole=nil --击杀英雄 self.killRole=nil --击杀英雄
@ -651,6 +652,7 @@ end
function RoleLogic:SetDead(damage) function RoleLogic:SetDead(damage)
self.isDead = true self.isDead = true
self.killDamage=damage self.killDamage=damage
self.deadRage=self.Rage
RoleManager.AddDeadRole(self) RoleManager.AddDeadRole(self)
end end
-- 判断是否死亡 -- 判断是否死亡