[战斗]=================去除没必要的特性被动修改
parent
44a0b80b84
commit
32b4e236a0
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@ -50,10 +50,7 @@ local passivityList = {
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local OnSkillCast = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local OnSkillCast = function(skill)
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BattleUtil.RandomAction(f1, function ()
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local duration = 0
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for i=1, #skill.effectCaster.effectList do
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@ -73,9 +70,6 @@ local passivityList = {
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local dt = args[3]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 20001)
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if arr[1] then
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@ -94,9 +88,6 @@ local passivityList = {
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local f3 = args[3]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f3, function ()
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local arr = BattleUtil.ChooseTarget(role, 40000)
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if arr[1] then
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@ -116,9 +107,6 @@ local passivityList = {
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct))
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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@ -133,9 +121,6 @@ local passivityList = {
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local f3 = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 10321)
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if arr[1] then
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@ -157,9 +142,6 @@ local passivityList = {
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local f3 = args[5]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 10001)
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if arr[1] then
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@ -193,9 +175,6 @@ local passivityList = {
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local f2 = args[3]
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, role, val)
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@ -213,9 +192,6 @@ local passivityList = {
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local triggerUid = {}
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if atkRole.isTeam then
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return
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end
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@ -243,9 +219,6 @@ local passivityList = {
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local dt = args[5]
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local OnRoleBeDamagedBefore = function(atkRole, factorFunc, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if damageType == dt then
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, BattleLogic.GameDeltaTime)
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@ -263,9 +236,6 @@ local passivityList = {
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local f2 = args[3]
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local OnPassiveDamaging = function(damagingFunc, atkRole, damage,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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damagingFunc(floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))))
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end)
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@ -282,9 +252,6 @@ local passivityList = {
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local lastTrigger = 0
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local OnBeHit = function(atkRole,damage, aaa, finalDmg, bbb, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if atkRole.isTeam then
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return
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end
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@ -312,9 +279,6 @@ local passivityList = {
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local lastTrigger = 0
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if atkRole.isTeam then
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return
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end
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@ -345,9 +309,6 @@ local passivityList = {
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local dt = args[6]
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if damageType == dt then
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3)
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@ -388,9 +349,6 @@ local passivityList = {
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local f3 = args[5]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3)
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end)
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@ -407,9 +365,6 @@ local passivityList = {
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 40000)
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if arr[1] then
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arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct))
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@ -427,9 +382,6 @@ local passivityList = {
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 10000)
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for i=1, #arr do
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arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct))
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@ -511,9 +463,6 @@ local passivityList = {
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local triggerCount = 0
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if BattleUtil.GetHPPencent(role) < f1 then
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if triggerCount < 1 then
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BattleUtil.RandomAction(f2, function ()
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@ -533,9 +482,6 @@ local passivityList = {
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local f1 = args[2]
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local OnDead = function(atkRole,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 10000)
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for i=1, #arr do
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local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
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@ -592,9 +538,6 @@ local passivityList = {
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local triggerUid = {}
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local OnRoleCrit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if triggerUid[defRole.uid] then --加入限定避免循环触发
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return
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end
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@ -617,9 +560,6 @@ local passivityList = {
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local f2 = args[3]
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local OnRoleCrit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, role, val)
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@ -635,9 +575,6 @@ local passivityList = {
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local f2 = args[2]
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local OnPassiveDamaging = function(damagingFunc, defRole, damage,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if BattleUtil.GetHPPencent(defRole) > f1 then
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damagingFunc(-floor(f2 * damage))
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end
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@ -652,9 +589,6 @@ local passivityList = {
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local f2 = args[2]
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local OnPassiveDamaging = function(damagingFunc, defRole, damage,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if BattleUtil.GetHPPencent(defRole) < f1 then
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damagingFunc(-floor(f2 * damage))
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end
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@ -671,9 +605,6 @@ local passivityList = {
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 20000)
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for i=1, #arr do
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arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct))
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@ -689,9 +620,6 @@ local passivityList = {
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local f2 = args[2]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 20001)
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if arr[1] then
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BattleUtil.RandomControl(f1, 1, role, arr[1], f2)
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@ -733,9 +661,6 @@ local passivityList = {
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local f1 = args[1]
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local OnPassiveDamaging = function(damagingFunc,defRole, damage, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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damagingFunc(-f1)
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end
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role.Event:AddEvent(BattleEventName.PassiveDamiaging, OnPassiveDamaging)
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@ -826,9 +751,6 @@ local passivityList = {
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local f1 = args[2]
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local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if atkRole.isTeam then
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return
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end
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@ -845,9 +767,6 @@ local passivityList = {
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local f1 = args[1]
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local OnDamage = function(defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.CalTreat(role, role, floor(f1 * finalDmg))
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end
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role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage)
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@ -860,9 +779,6 @@ local passivityList = {
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local f2 = args[2]
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local OnPassiveCriting = function(crit,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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crit(f2)
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end)
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@ -879,9 +795,6 @@ local passivityList = {
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 40000)
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if arr[1] then
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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@ -903,9 +816,6 @@ local passivityList = {
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local ct = args[5]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro], f2, ct))
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end)
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@ -998,9 +908,6 @@ local passivityList = {
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local ct = args[5]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 20000)
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for i=1, #arr do
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@ -1085,9 +992,6 @@ local passivityList = {
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local f1 = args[1]
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local f2 = args[2]
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if atkRole.isTeam then
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return
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end
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@ -1103,9 +1007,6 @@ local passivityList = {
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local lastTrigger = 0
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local OnDamage = function(defRole, damage, bCrit, finalDmg,aaa,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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lastTrigger = lastTrigger + 1
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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@ -1125,9 +1026,6 @@ local passivityList = {
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local lastTrigger = 0
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local OnRoleCrit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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lastTrigger = lastTrigger + 1
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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@ -1148,9 +1046,6 @@ local passivityList = {
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local damageDic = {}
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local lastDamageDic = {}
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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for k in pairs(damageDic) do
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if lastDamageDic[k] then
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damageDic[k] = damageDic[k] + 1
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@ -1182,9 +1077,6 @@ local passivityList = {
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local f3 = args[5]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr = BattleUtil.ChooseTarget(role, 20000)
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for i=1, #arr do
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BattleUtil.RandomAction(f1, function ()--
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@ -1281,9 +1173,6 @@ local passivityList = {
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local f3 = args[4]
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local list = RoleManager.GetNeighbor(role, 1)
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for i=1, #list do
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@ -1403,9 +1292,6 @@ local passivityList = {
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local lastTrigger = 0
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local OnDamage = function(defRole, damage, bCrit, finalDmg,damageType,dotType,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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lastTrigger = lastTrigger + 1
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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@ -1432,9 +1318,6 @@ local passivityList = {
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local f2 = args[3]
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local OnKill = function(defRole,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local buff = Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, 2)
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buff.cover = true
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buff.clear = false
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@ -1472,9 +1355,6 @@ local passivityList = {
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local f2 = args[2]
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local OnPassiveCriting = function(crit,skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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BattleUtil.RandomAction(f1, function ()
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crit(role:GetRoleData(RoleDataName.CritDamageFactor)+f2)
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end)
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@ -1492,9 +1372,6 @@ local passivityList = {
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end
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local OnSkillCast, OnSkillCastEnd
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OnSkillCast = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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hp = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Hp), f1))
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role.data:SubValue(RoleDataName.Hp, hp)
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@ -1700,9 +1577,6 @@ local passivityList = {
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-- buff.cover = true -- 可以叠加
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-- buff.clear = false -- 不可驱散
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-- role:AddBuff(buff)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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BattleUtil.CalRage(role, role, i1, CountTypeName.Add)
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end
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@ -1801,9 +1675,6 @@ local passivityList = {
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local dt = args[3]
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-- 释放技能后
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local onSkillEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill and skill.type == BattleSkillType.Special then
|
||||
BattleUtil.RandomAction(f1, function()
|
||||
BattleLogic.WaitForTrigger(0.1, function()
|
||||
|
|
@ -1822,10 +1693,13 @@ local passivityList = {
|
|||
|
||||
-- 释放技能[a]概率不消耗怒气
|
||||
-- a[float]
|
||||
[98] = function(role, args)
|
||||
[98] = function(role, args,id,judge)
|
||||
local f1 = args[1]
|
||||
|
||||
local onRageCost = function(noCostRate, costRage, func)
|
||||
local onRageCost = function(noCostRate, costRage, func,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local dRate = f1
|
||||
local dCost = 0
|
||||
if func then func(dRate, dCost) end
|
||||
|
|
@ -2188,9 +2062,6 @@ local passivityList = {
|
|||
local i1 = args[1]
|
||||
-- 释放技能后
|
||||
local onRoleHit = function(target,damage,bcrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
for i = 1, i1 do
|
||||
role:AddSkill(BattleSkillType.Normal, false, true, nil)
|
||||
|
|
@ -2211,6 +2082,9 @@ local passivityList = {
|
|||
|
||||
-- 如果是技能的伤害则判断加成
|
||||
local onPassiveDamaging = function(func, target, damage, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
|
||||
if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
|
||||
return
|
||||
|
|
@ -2239,9 +2113,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
-- 释放技能后
|
||||
local onRoleHit = function(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
|
||||
BattleUtil.CalTreat(role, role, treat)
|
||||
|
|
@ -2457,9 +2328,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
-- 释放技能后
|
||||
local onRoleHit = function(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
|
||||
role:AddBuff(buff)
|
||||
|
|
@ -2672,17 +2540,11 @@ local passivityList = {
|
|||
|
||||
local index, tran
|
||||
local OnRoleDamageBefore = function(target,factorFunc,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
|
||||
index, tran = role:AddPropertyTransfer(BattlePropList[pro], f1, BattlePropList[pro], ct)
|
||||
end
|
||||
end
|
||||
local OnRoleDamageAfter = function(defRole,damageFunc,fixDamage,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if index and tran then
|
||||
role:RemovePropertyTransfer(index, tran)
|
||||
end
|
||||
|
|
@ -2840,17 +2702,11 @@ local passivityList = {
|
|||
factorFunc(f1, dt)
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCast, function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, tFactor)
|
||||
end
|
||||
end)
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, tFactor)
|
||||
end
|
||||
|
|
@ -3079,9 +2935,6 @@ local passivityList = {
|
|||
local dot = args[1]
|
||||
local f1 = args[2]
|
||||
local function onHit(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local maxHp = role:GetRoleData(RoleDataName.MaxHp)
|
||||
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
|
||||
|
|
@ -3090,9 +2943,6 @@ local passivityList = {
|
|||
role.Event:RemoveEvent(BattleEventName.RoleHit, onHit)
|
||||
end
|
||||
local onDamaging = function(func, target,damage,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
|
||||
role.Event:AddEvent(BattleEventName.RoleHit, onHit)
|
||||
end
|
||||
|
|
@ -3183,10 +3033,7 @@ local passivityList = {
|
|||
local f1 = args[2]
|
||||
local f2 = args[3]
|
||||
--
|
||||
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and skill.type == BattleSkillType.Normal and not defRole:IsDead() then
|
||||
if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
|
||||
local isBoss=BattleUtil.CheckIsBoss(defRole)
|
||||
|
|
@ -3571,9 +3418,6 @@ local passivityList = {
|
|||
local i2 = args[2]
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local targets = skill:GetDirectTargets()
|
||||
if targets and #targets > i1 then
|
||||
BattleUtil.CalRage(role, role, i2, 1)
|
||||
|
|
@ -3588,9 +3432,6 @@ local passivityList = {
|
|||
local i1 = args[1]
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
local list = RoleManager.Query(function(v) return v.camp == role.camp end)
|
||||
--生命最少改成生命百分比最少 2020/09/29 by:王振兴
|
||||
|
|
@ -3632,9 +3473,6 @@ local passivityList = {
|
|||
local dt = args[2]
|
||||
-- 直接伤害后
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
|
||||
BattleUtil.SortByHpFactor(list, 1)
|
||||
|
|
@ -3659,9 +3497,6 @@ local passivityList = {
|
|||
|
||||
local af = 0
|
||||
local onSkillCast = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
||||
af = BattleUtil.ErrorCorrection(f1/maxNum)
|
||||
|
|
@ -3715,17 +3550,11 @@ local passivityList = {
|
|||
end
|
||||
|
||||
local function onSkillCast(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
|
||||
end
|
||||
end
|
||||
local function onSkillCastEnd(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
|
||||
end
|
||||
|
|
@ -3770,17 +3599,11 @@ local passivityList = {
|
|||
end
|
||||
|
||||
local function onSkillCast(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.DeadSkill then
|
||||
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
|
||||
end
|
||||
end
|
||||
local function onSkillCastEnd(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.DeadSkill then
|
||||
role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
|
||||
-- 对每个目标附加减伤盾
|
||||
|
|
@ -3804,9 +3627,6 @@ local passivityList = {
|
|||
|
||||
local af = 0
|
||||
local onSkillCast = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
||||
af = BattleUtil.ErrorCorrection(f1/maxNum)
|
||||
|
|
@ -3829,9 +3649,6 @@ local passivityList = {
|
|||
local dot = DotType.Poison
|
||||
|
||||
local onRoleDamage = function(defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if dotType == dot then
|
||||
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1)))
|
||||
end
|
||||
|
|
@ -3862,9 +3679,6 @@ local passivityList = {
|
|||
local i1 = args[1]
|
||||
|
||||
local function onSkillCastEnd(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
-- 对每个目标附加减伤盾
|
||||
local targets = skill:GetDirectTargetsNoMiss()
|
||||
if targets and #targets == 1 then
|
||||
|
|
@ -3884,9 +3698,6 @@ local passivityList = {
|
|||
|
||||
local af = 0
|
||||
local onSkillCast = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
||||
af = BattleUtil.ErrorCorrection(f1/maxNum)
|
||||
|
|
@ -3934,9 +3745,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
|
||||
local onRoleHit = function(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
||||
local target = RoleManager.GetAliveAggro(role)
|
||||
BattleUtil.CalDamage(nil, role, target, 1, f1)
|
||||
|
|
@ -3973,9 +3781,6 @@ local passivityList = {
|
|||
local i1 = args[1]
|
||||
|
||||
local onSkillCastEnd = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local effectGroup = skill.effectCaster.effectList[1]
|
||||
local chooseId = effectGroup.chooseId
|
||||
local chooseLimit = floor(chooseId / 10000) % 10
|
||||
|
|
@ -3996,9 +3801,6 @@ local passivityList = {
|
|||
[187] = function(role, args,id,judge)
|
||||
local f1 = args[1]
|
||||
local function onSkillCast(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Normal then
|
||||
role.data:AddValue(RoleDataName.Crit, f1)
|
||||
end
|
||||
|
|
@ -4006,9 +3808,6 @@ local passivityList = {
|
|||
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
|
||||
|
||||
local function onSkillCastEnd(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Normal then
|
||||
role.data:SubValue(RoleDataName.Crit, f1)
|
||||
end
|
||||
|
|
@ -4104,9 +3903,6 @@ local passivityList = {
|
|||
local pro = args[1]
|
||||
|
||||
local function onSkillTargetCheck(func,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local list = RoleManager.Query(function(r)
|
||||
return r.camp == (role.camp + 1) % 2
|
||||
end)
|
||||
|
|
@ -4124,9 +3920,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
|
||||
local onHit = function(target, damage, bCrit, finalDmg, dtype, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill and skill.type == BattleSkillType.Special then
|
||||
-- 检测技能伤害治疗加成
|
||||
local f = BattleUtil.CheckSkillDamageHeal(f1, role, target)
|
||||
|
|
@ -4198,9 +3991,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
|
||||
local OnRoleDamageBefore = function(defRole, factorFunc, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill then
|
||||
-- 计算概率
|
||||
local cf = f1
|
||||
|
|
@ -4299,9 +4089,6 @@ local passivityList = {
|
|||
[197] = function(role, args,id,judge)
|
||||
local f1 = args[1]
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
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.CalRage(role, role, target.Rage, CountTypeName.Add)
|
||||
|
|
@ -4438,9 +4225,6 @@ local passivityList = {
|
|||
|
||||
-- 直接伤害概率无法复活
|
||||
local function onRoleHit(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() then
|
||||
if not BattleLogic.BuffMgr:HasBuff(role, BuffName.DOT, function (buff) return buff.damageType == dot or dot == 0 end) then
|
||||
BattleUtil.RandomAction(f2, function()
|
||||
|
|
@ -4507,9 +4291,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
local ct = args[2]
|
||||
local passivityDamaging = function(func, caster, damage, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill and func then
|
||||
local dd = BattleUtil.CountValue(damage, f1, ct) - damage
|
||||
func(-floor(BattleUtil.ErrorCorrection(dd)))
|
||||
|
|
@ -4552,9 +4333,6 @@ local passivityList = {
|
|||
local dt = args[3]
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
BattleUtil.RandomAction(f1, function()
|
||||
BattleLogic.WaitForTrigger(0.1, function()
|
||||
|
|
@ -4697,9 +4475,6 @@ local passivityList = {
|
|||
local f1 = args[2]
|
||||
|
||||
local function OnDamage(func, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if defRole.camp ~= role.camp then
|
||||
if skill or dotType then
|
||||
local list = RoleManager.Query(function(r) return r.camp == defRole.camp and r ~= defRole end)
|
||||
|
|
@ -4888,9 +4663,6 @@ local passivityList = {
|
|||
role:AddBuff(Buff.Create(role, BuffName.Brand, 0, "YUAN")) -- 鸳
|
||||
--
|
||||
local function _OnRoleHit(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
BattleUtil.RandomAction(rand, function()
|
||||
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Sub)
|
||||
buff.cover = true
|
||||
|
|
@ -4922,9 +4694,6 @@ local passivityList = {
|
|||
role:AddBuff(Buff.Create(role, BuffName.Brand, 0, "YANG")) -- 鸯
|
||||
--
|
||||
local function _OnRoleHit(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
BattleUtil.RandomAction(rand, function()
|
||||
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Sub)
|
||||
buff.cover = true
|
||||
|
|
@ -4958,9 +4727,6 @@ local passivityList = {
|
|||
local i1 = args[3]
|
||||
|
||||
local function _OnRoleHit(target, damage, _, finalDmg, _, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
-- BattleUtil.RandomDot(rand, dot, role, target, i1, 1, )
|
||||
if skill and skill.type == BattleSkillType.Normal then
|
||||
BattleUtil.RandomAction(rand, function()
|
||||
|
|
@ -4978,9 +4744,6 @@ local passivityList = {
|
|||
local f1 = args[2]
|
||||
|
||||
local function _OnRoleHit(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
BattleUtil.RandomAction(rand, function()
|
||||
-- local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.Attack)*f1))
|
||||
BattleUtil.CalDamage(nil, role, target, 1, f1, 1)
|
||||
|
|
@ -5010,9 +4773,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
--
|
||||
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local isBoss=BattleUtil.CheckIsBoss(defRole)
|
||||
if isBoss then
|
||||
return
|
||||
|
|
@ -5039,9 +4799,6 @@ local passivityList = {
|
|||
|
||||
-- 杀敌回血
|
||||
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill and defRole:IsDead() then
|
||||
-- 回血
|
||||
local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro])*f1))
|
||||
|
|
@ -5057,9 +4814,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
|
||||
local OnPassiveDamaging = function(damagingFunc, target, damage,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
damagingFunc(-floor(BattleUtil.FP_Mul(f1, damage, BattleUtil.GetHPPencent(target))))
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
|
||||
|
|
@ -5071,9 +4825,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
|
||||
local OnPassiveDamaging = function(damagingFunc, target, damage,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
damagingFunc(-floor(BattleUtil.FP_Mul(f1, damage, 1 - BattleUtil.GetHPPencent(role))))
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
|
||||
|
|
@ -5322,9 +5073,6 @@ local passivityList = {
|
|||
local f1 = args[1]
|
||||
local f2=args[2]
|
||||
local onRoleHit = function(target,damage,bCrit,finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
|
||||
-- local target = RoleManager.GetAliveAggro(role)
|
||||
--BattleUtil.CalDamage(nil, role, target, 1, f1)
|
||||
|
|
@ -5486,9 +5234,6 @@ local passivityList = {
|
|||
|
||||
-- 击杀数量累加
|
||||
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -5505,9 +5250,6 @@ local passivityList = {
|
|||
|
||||
-- 释放技能时计算额外伤害
|
||||
local OnSkillCast = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill then
|
||||
extra = f1 * killNum
|
||||
end
|
||||
|
|
@ -5517,9 +5259,6 @@ local passivityList = {
|
|||
|
||||
-- 造成伤害时判断额外伤害
|
||||
local passivityDamaging = function(func, caster, damage, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill then
|
||||
if func then
|
||||
local dd = BattleUtil.CountValue(damage, extra, ct) - damage
|
||||
|
|
@ -5536,9 +5275,6 @@ local passivityList = {
|
|||
local dot = args[1]
|
||||
local f1 = args[2]
|
||||
local function onHit(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -5567,9 +5303,6 @@ local passivityList = {
|
|||
[252] = function(role, args,id,judge)
|
||||
local i1 = args[1]
|
||||
local onHit = function(target, damage, bCrit, finalDmg,damageType,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -5592,9 +5325,6 @@ local passivityList = {
|
|||
local dt = args[2]
|
||||
-- 直接伤害后
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发<E8A7A6><E58F91><EFBFBD><EFBFBD><EFBFBD> return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -5623,9 +5353,6 @@ local passivityList = {
|
|||
[254] = function(role, args,id,judge)
|
||||
local f1 = args[1]
|
||||
local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -5647,9 +5374,6 @@ local passivityList = {
|
|||
[255] = function(role, args,id,judge)
|
||||
local f1 = args[1]
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -6456,9 +6180,6 @@ local passivityList = {
|
|||
local num=0
|
||||
-- 直接伤害后
|
||||
local onPassiveDamaging = function(func, defRole, damage,skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是boss 并且额外伤害是根据最大生命则返回
|
||||
local isBoss=BattleUtil.CheckIsBoss(defRole)
|
||||
if isBoss and f1==12 then
|
||||
|
|
@ -6474,10 +6195,7 @@ local passivityList = {
|
|||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging)
|
||||
--记录技能混乱敌人的数量
|
||||
local OnRoleHit = function(skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
local OnRoleHit = function(skill)
|
||||
if skill and skill.owner==role and skill.type==BattleSkillType.Special then
|
||||
local list=skill:GetDirectTargetsNoMiss()
|
||||
if not list then
|
||||
|
|
@ -6578,9 +6296,6 @@ local passivityList = {
|
|||
local f1 = args[2]
|
||||
local f2=args[3]
|
||||
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
--如果是技能并且这个被动已经被触发过 return
|
||||
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
|
||||
return
|
||||
|
|
@ -6610,9 +6325,6 @@ local passivityList = {
|
|||
local ct3 = args[5]
|
||||
local f3 = args[6]
|
||||
local onSkillEffectBefore = function(skill, e, func)
|
||||
if skill and not skill.isTriggerJudge and judge==1 then
|
||||
return
|
||||
end
|
||||
if skill.type == BattleSkillType.Special then
|
||||
if e.type == 120 then -- 当前只对技能效果103生效
|
||||
local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[8], f1, ct))
|
||||
|
|
@ -6811,9 +6523,6 @@ local passivityList = {
|
|||
if not skill or skill.type~= BattleSkillType.Special then
|
||||
return
|
||||
end
|
||||
if skill and judge==1 and not skill.isTriggerJudge then
|
||||
return
|
||||
end
|
||||
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延迟一帧移除事件,才能抓到添加效果字典里面的效果
|
||||
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * v1))
|
||||
if tv and tv<=0 then
|
||||
|
|
|
|||
|
|
@ -331,7 +331,7 @@ function RoleLogic:SkillCast(skill, func)
|
|||
noRageRate = noRageRate + rate
|
||||
costRage = costRage + cost
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageCost, costRage, noRageRate, _RageCostPassivity)
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageCost, costRage, noRageRate, _RageCostPassivity,skill)
|
||||
-- 计算消耗怒气的概率,并消耗怒气
|
||||
local costRate = 1 - noRageRate
|
||||
costRate = costRate > 1 and 1 or costRate
|
||||
|
|
|
|||
Loading…
Reference in New Issue