parent
95b207e1eb
commit
33efb7bc2a
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@ -6956,26 +6956,34 @@ local passivityList = {
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[318] = function(role, args)
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[318] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local ctrlNum=0
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local ctrlNum=0
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local isCtrl=false
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-- 死亡数量
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local onBuffCaster = function(buff)
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local onRoleAddBuffMiss = function(buff)
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LogGreen("buff type = ".. buff.type)
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if buff then
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if buff.type == BuffName.Control then
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if buff.type==BuffName.Control and buff.caster==role then
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ctrlNum = ctrlNum + 1
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isCtrl=true
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ctrlNum=ctrlNum+1
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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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BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffFail, onRoleAddBuffMiss,nil,nil,role)
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local onSkillCastStart= function(skill)
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if skill.owner == role then
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ctrlNum = 0
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role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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end
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end
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local onSkillCastEnd= function(skill)
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local onSkillCastEnd= function(skill)
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local maxNum=#skill:GetDirectTargets()
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if skill.owner == role then
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if isCtrl and ctrlNum>=maxNum then
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if ctrlNum == 0 then
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BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
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BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
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end
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end
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role.Event:RemoveEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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end
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end
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isCtrl=false
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ctrlNum=0
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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-- 这里使用BattleLogic.Event,因为有的技能效果是在人物技能释放完成后生效的
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BattleLogic.Event:AddEvent(BattleEventName.SkillCast,onSkillCastStart,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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end,
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end,
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--死亡时,按剩余怒气乘[a]平均分给存活队友,每人至少[b]点,按站位优先
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--死亡时,按剩余怒气乘[a]平均分给存活队友,每人至少[b]点,按站位优先
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--a[int],b[int]
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--a[int],b[int]
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@ -7027,7 +7035,7 @@ local passivityList = {
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local function onRoundChange(round)
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local function onRoundChange(round)
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if round==curRound+1 then
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if round==curRound+1 then
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p1=args[1]
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p1=args[1]
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time=0
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time=0
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end
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end
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curRound=round
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curRound=round
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end
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end
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