[战斗]=============被动357修改
parent
761cdeffcf
commit
41044877f1
|
@ -225,7 +225,9 @@ local effectList = {
|
|||
local dt = args[2]
|
||||
local f2 = args[3]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
target:AddBuff(Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1))
|
||||
local buff=Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1)
|
||||
buff.skill=skill
|
||||
target:AddBuff(buff)
|
||||
end)
|
||||
end,
|
||||
--造成[a],每秒造成[b]的[c]的伤害,持续[d]秒
|
||||
|
@ -474,7 +476,9 @@ local effectList = {
|
|||
local d1 = args[1]
|
||||
local d2 = args[2]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1))
|
||||
local buff=Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
|
||||
buff.skill=skill
|
||||
target:AddBuff(buff)
|
||||
end)
|
||||
end,
|
||||
--造成[a]%的[b]伤害,对[c]造成额外[d]%伤害
|
||||
|
@ -677,6 +681,7 @@ local effectList = {
|
|||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local dot = Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
|
||||
dot.skill=skill
|
||||
dot.isRealDamage = true
|
||||
target:AddBuff(dot)
|
||||
end)
|
||||
|
@ -1253,6 +1258,7 @@ local effectList = {
|
|||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.MaxHp), f2))
|
||||
local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, val, 1)
|
||||
dot.skill=skill
|
||||
dot.isRealDamage = true
|
||||
target:AddBuff(dot)
|
||||
end)
|
||||
|
@ -1322,7 +1328,9 @@ local effectList = {
|
|||
local dt = args[4]
|
||||
local f2 = args[5]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
buffRandomAction(f3, target, Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1))
|
||||
local buff=Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1)
|
||||
buff.skill=skill
|
||||
buffRandomAction(f3, target,buff)
|
||||
end)
|
||||
end,
|
||||
--造成[a]%的[b]伤害,立即结算目标身上所有dot的剩余伤害。【aoe】
|
||||
|
@ -1745,7 +1753,9 @@ local effectList = {
|
|||
local f2 = args[5]
|
||||
local f3 = args[6]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
buffRandomAction(f4, target, Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1))
|
||||
local buff=Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1)
|
||||
buff.skill=skill
|
||||
buffRandomAction(f4, target,buff)
|
||||
end)
|
||||
end,
|
||||
--造成[a]%的[b]伤害,若暴击,[g][c]%概率改变我方随机1人[d]属性[e]%,持续[f]秒。
|
||||
|
@ -1850,6 +1860,7 @@ local effectList = {
|
|||
local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1)
|
||||
DOT.clear = false
|
||||
DOT.isDeBuff = true
|
||||
DOT.skill=skill
|
||||
buffRandomAction(f4, target, DOT)
|
||||
end)
|
||||
end,
|
||||
|
@ -2174,7 +2185,7 @@ local effectList = {
|
|||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local damage = BattleUtil.ErrorCorrection(f2 * caster:GetRoleData(BattlePropList[pro]))
|
||||
BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage))
|
||||
BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage),skill)
|
||||
end)
|
||||
end,
|
||||
|
||||
|
@ -2492,6 +2503,7 @@ local effectList = {
|
|||
end
|
||||
end
|
||||
local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
|
||||
buff.skill=skill
|
||||
buff.isRealDamage=true
|
||||
target:AddBuff(buff)
|
||||
end)
|
||||
|
|
|
@ -8554,6 +8554,10 @@ local passivityList = {
|
|||
if buff.type~=type then
|
||||
return
|
||||
end
|
||||
|
||||
if not buff.skill then
|
||||
return
|
||||
end
|
||||
if type==BuffName.DOT then
|
||||
if buff.damageType~=type2 then
|
||||
return
|
||||
|
@ -8895,7 +8899,7 @@ local passivityList = {
|
|||
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
|
||||
end,
|
||||
|
||||
-- [a]方处于[b]类型[c]状态敌人受到的直接伤害[c]改变[d]%
|
||||
-- [a]方处于[b]类型[c]状态敌人受到的直接伤害[d]改变[e]%
|
||||
-- a[int 0:己方 1:敌方],b[int buff类型],c[int buff效果 (0 表示类型下的的所有)], d[int],e[float]
|
||||
[370] = function(role, args,id,judge)
|
||||
local camp = args[1]
|
||||
|
|
|
@ -1189,7 +1189,7 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round)
|
|||
end
|
||||
|
||||
--
|
||||
function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage)
|
||||
function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage,skill)
|
||||
|
||||
local cl = {}
|
||||
local dcl = {}
|
||||
|
@ -1208,6 +1208,7 @@ function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage
|
|||
|
||||
return BattleUtil.RandomAction(rand, function()
|
||||
local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage)
|
||||
buff.skill=skill
|
||||
buff.isRealDamage = true
|
||||
target:AddBuff(buff)
|
||||
end)
|
||||
|
|
Loading…
Reference in New Issue