[战斗]=======================被动添加480 481
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4ca9009932
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3dfc21e7b9
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@ -12720,5 +12720,78 @@ local passivityList = {
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange,nil,nil,role)
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end,
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end,
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--回合结束时,再次释放一次技能
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--a[int]
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[480]=function(role,args,id,judge)
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local num=args[1]
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local onRoundChange=function(round)
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if round<2 then
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return
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end
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role:AddSkill(BattleSkillType.Special, false, false, nil,false)
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, onRoundChange,nil,nil,role)
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end,
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--释放技能如果造成减怒,对目标造成 减除怒气*属性[a][b]%的伤害,每回合最多触发[c]次
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--a[int],b[float],c[int]
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[481]=function(role,args,id,judge)
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local f1=args[1]
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local v1 =args[2]
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local num=args[3]
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local triggerNum=0
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local isTrigger=false
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local curRound=0
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local onRageChange=function(caster, target, deltaRage,type,value)
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if triggerNum>=num then
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return
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end
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if caster~=role then
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return
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end
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if type~=CountTypeName.Sub then
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return
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end
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if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(target) then
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return
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end
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local val = floor(BattleUtil.FP_Mul(v1*value, target:GetRoleData(BattlePropList[f1])))
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BattleUtil.FinalDamageCountShield(nil,role,target,val)
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isTrigger=true
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end
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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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if _skill.owner==role and (_skill.type==BattleSkillType.Special or _skill.type==BattleSkillType.Extra) then
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role.Event:AddEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,role)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCast,onSkillCastEnd,nil,nil,role)
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local onRoleTurn=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 isTrigger then
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triggerNum=triggerNum+1
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isTrigger=false
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end
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role.Event:RemoveEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,role)
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end
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role.Event:AddEvent(BattleEventName.SkillCastBefore,onRoleTurn,nil,nil,role)
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local onRoundChange=function(round)
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BattleLogic.WaitForTrigger(2,function()
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triggerNum=0
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end)
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curRound=round
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, onRoundChange,nil,nil,role)
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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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