[战斗]======被动197 技能126 147修改
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969a22a768
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25bc46e049
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@ -2374,7 +2374,7 @@ local effectList = {
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end
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end
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local damage = floor(BattleUtil.ErrorCorrection(f3 * target:GetRoleData(BattlePropList[p1])))
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local damage = floor(BattleUtil.ErrorCorrection(f3 * target:GetRoleData(BattlePropList[p1])))
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damage=BattleUtil.CalAllReduceShield(caster,target,damage)
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damage=BattleUtil.CalAllReduceShield(caster,target,damage)
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BattleUtil.FinalDamage(skill,caster, target,damage)
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BattleUtil.FinalDamage(nil,caster, target,damage)
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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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end)
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@ -2865,9 +2865,12 @@ local effectList = {
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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end)
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end)
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end,
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end,
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--复活目标,并恢复血量[a]%
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--a[float]
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[147]=function(caster, target, args, interval, skill)
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[147]=function(caster, target, args, interval, skill)
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local pro=args[1]
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target.isRealDead=true
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target.isRealDead=true
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target:SetRelive(1, caster)
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target:SetRelive(pro, caster)
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end,
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end,
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@ -4228,14 +4228,29 @@ local passivityList = {
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-- a[float]
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-- a[float]
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[197] = function(role, args,id,judge)
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[197] = function(role, args,id,judge)
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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-- local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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-- if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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BattleUtil.RandomAction(f1, function()
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-- BattleUtil.RandomAction(f1, function()
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BattleUtil.CalRage(role, role, target.Rage, CountTypeName.Add)
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-- LogError("1111111111111")
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end)
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-- BattleUtil.CalRage(role, role, target.Rage, CountTypeName.Add)
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-- end)
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-- end
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-- end
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-- role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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local onSkillEnd=function(skill)
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local list=skill:GetDirectTargetsNoMiss()
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if not list then
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return
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end
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for i = 1, #list do
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if list[i]:IsDead() and not BattleUtil.CheckIsNoDead(list[i]) then
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BattleUtil.RandomAction(f1, function()
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BattleUtil.CalRage(role, role, list[i].deadRage, CountTypeName.Add)
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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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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillEnd,nil,nil,role)
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end,
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end,
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-- 受到的[a]效果伤害降低[b]%(与减伤盾原理相同)[c]改变
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-- 受到的[a]效果伤害降低[b]%(与减伤盾原理相同)[c]改变
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@ -188,7 +188,7 @@ local _TriggerConfig = {
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[15]=function(skill, ...)
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[15]=function(skill, ...)
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local args={...}
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local args={...}
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local role=RoleManager.GetDeadRole(skill.owner.camp)
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local role=RoleManager.GetDeadRole(skill.owner.camp)
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if role and role:IsRealDead() then
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if role and role:IsRealDead() and not BattleUtil.CheckIsNoDead(role) then
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return true
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return true
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end
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end
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return false
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return false
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@ -29,6 +29,7 @@ function RoleLogic:Init(uid, data, position)
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isRealDead = self.isDead
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self.isRealDead = self.isDead
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self.killDamage = 0 --致死伤害
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self.killDamage = 0 --致死伤害
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self.deadRage = 0
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self.teamDamage = data.teamDamage --最高战斗力
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self.teamDamage = data.teamDamage --最高战斗力
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self.superSkillDamage = 0 --技能伤害
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self.superSkillDamage = 0 --技能伤害
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self.killRole=nil --击杀英雄
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self.killRole=nil --击杀英雄
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@ -651,6 +652,7 @@ end
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function RoleLogic:SetDead(damage)
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function RoleLogic:SetDead(damage)
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self.isDead = true
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self.isDead = true
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self.killDamage=damage
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self.killDamage=damage
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self.deadRage=self.Rage
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RoleManager.AddDeadRole(self)
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RoleManager.AddDeadRole(self)
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end
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end
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-- 判断是否死亡
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-- 判断是否死亡
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