【战斗】================增加304被动
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@ -3465,12 +3465,12 @@ local passivityList = {
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end
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end
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local function onSkillCast(skill)
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local function onSkillCast(skill)
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.DeadSkill then
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role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
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role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
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end
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end
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end
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end
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local function onSkillCastEnd(skill)
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local function onSkillCastEnd(skill)
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.DeadSkill then
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role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
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role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor)
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-- 对每个目标附加减伤盾
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-- 对每个目标附加减伤盾
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargets()
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@ -6371,6 +6371,22 @@ local passivityList = {
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, OnDead)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, OnDead)
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end,
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end,
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-- 战斗第[a]回合,改变[b] 自身属性[c] [d]%,持续[e]回合
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-- a[int] b[int 改变类型] c[int 属性id] d[float/int] d[int]
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[304] = function(role, args,id,judge)
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local i1 = args[1]
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local ct = args[2]
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local p1 = args[3]
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local v1 = args[4]
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local round = args[5]
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
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-- 第i1回合开始
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if curRound == i1 then
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct))
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end
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end)
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end,
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}
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}
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return passivityList
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return passivityList
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