【战斗】147,206被动修改回原来的效果
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e3e609c87e
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2cc096cd18
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@ -2749,23 +2749,16 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
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end,
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-- 受到[a]攻击有[b]%概率使攻击者[c](每回合造成被击者自身20%攻击力的伤害)持续[d]回合
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-- a[int 攻击类型] b[float]c[持续伤害状态]d[int] a:0 所有攻击 1:只限制技能伤害
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-- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合
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-- a[float]b[持续伤害状态]c[int]
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[147] = function(role, args)
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local type=args[1]
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local f1 = args[2]
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local dot = args[3]
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local i1 = args[4]
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local f1 = args[1]
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local dot = args[2]
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local i1 = args[3]
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-- 技能后后
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local onRoleBeHit = function(caster,damage, bCrit, finalDmg, damageType, skill)
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--屏蔽相同阵营
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if caster.camp==role.camp then
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return
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end
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--检测技能
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if type==1 and (not skill or skill.type==BattleSkillType.Normal)then
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return
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end
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local onRoleBeHit = function(caster)
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local attack = role:GetRoleData(RoleDataName.Attack)
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local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
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BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage)
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@ -4062,21 +4055,17 @@ local passivityList = {
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--技能治疗系数[a]改变[b]% ,技能目标改变[c] [d]名(作用于主动技能效果103)
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--a[改变类型]b[float] c[改变类型] d[int]
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--技能治疗系数[a]改变[b]%(作用于主动技能效果103)
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--a[改变类型]b[float]
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[206] = function(role, args)
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local ct = args[1]
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local f1 = args[2]
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local ct2 = args[3]
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local f2 = args[4]
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local onSkillEffectBefore = function(skill, e, func)
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if skill.type == BattleSkillType.Special then
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if e.type == 103 then -- 当前只对技能效果103生效
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local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[3], f1, ct))
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e.args[3] = factor
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if ct2 and f2 then
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e.args[4] = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[4], f2, ct2))
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end
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if func then func(e) end
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end
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end
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