[战斗]=======被动189修改提交
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8e753cf0cb
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30c71ca225
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@ -4027,13 +4027,22 @@ local passivityList = {
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-- a[持续伤害状态]
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[189] = function(role, args)
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local dot = args[1]
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--如果身上有自己上的效果,不让他上无敌盾buff
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-- local onBuffCaster = function(buff)
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-- if buff.type == BuffName.DOT and buff.damageType == dot then
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-- buff.target:AddBuff(Buff.Create(role, BuffName.Immune, buff.duration, 3))
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-- end
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-- end
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-- role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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local onBuffCaster = function(buff)
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if buff.type == BuffName.DOT and buff.damageType == dot then
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buff.target:AddBuff(Buff.Create(role, BuffName.Immune, buff.duration, 3))
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local checkBuffBan=function(func,target,aBuff)
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot and buff.caster==role end) and aBuff.type==BuffName.Shield and aBuff.shieldType == ShieldTypeName.AllReduce then
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if func then
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func(true)
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end
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end
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end
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role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffCheckBan,checkBuffBan,nil,nil,role)
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end,
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-- 所有攻击优先攻击敌方[a]最少的单位
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@ -6198,7 +6207,7 @@ local passivityList = {
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end,nil,nil,role)
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end,
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-- 释放技能时如目标处于[a]状态,几率[b]解除周围[c]系神将的控制状态(状态1[d],状态2[e],状态3[f],状态4[g])
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-- a[持续伤害状态]b[float] c[int]
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-- a[持续伤害状态]b[float],c[int],d[int],e[int],f[int],g[int]
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[273] = function(role, args,id,judge)
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local dot = args[1]
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local f1 = args[2]
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@ -199,6 +199,7 @@ BattleEventName = {
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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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RoleAddBuffCheckBan = indexAdd(),--角色添加buff检测是否被禁止
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}
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@ -354,6 +354,15 @@ function RoleLogic:AddBuff(buff,_ignorePro)
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BattleLogic.BuffMgr:PutBuff(buff)
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return
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end
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local isBan=false
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local function banCallBack(_isBan)
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isBan=_isBan
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffCheckBan,banCallBack,self,buff)
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if isBan then
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self.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
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return
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end
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-- buff的miss率
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local missF = 0
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-- 检测被动对miss概率的影响
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