[战斗]=============被动480修改
parent
3dfc21e7b9
commit
49bf0b384a
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@ -12725,12 +12725,12 @@ local passivityList = {
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[480]=function(role,args,id,judge)
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[480]=function(role,args,id,judge)
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local num=args[1]
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local num=args[1]
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local onRoundChange=function(round)
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local onRoundChange=function(round)
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if round<2 then
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if round<1 then
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return
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return
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end
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end
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role:AddSkill(BattleSkillType.Special, false, false, nil,false)
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role:AddSkill(BattleSkillType.Special, false,true, nil,true)
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, onRoundChange,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEndBefore, onRoundChange,nil,nil,role)
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end,
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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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--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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--a[int],b[float],c[int]
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@ -286,6 +286,7 @@ function BattleLogic.TurnRound(debugTurn)
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return
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return
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else
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else
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-- 上一轮结束
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-- 上一轮结束
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEndBefore, CurRound)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEnd, CurRound)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEnd, CurRound)
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end
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end
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end
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end
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@ -54,7 +54,7 @@ BattleEventName = {
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BattleRoundStart = indexAdd(),
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BattleRoundStart = indexAdd(),
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BattleRoundChange = indexAdd(),
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BattleRoundChange = indexAdd(),
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BattleRoundEnd = indexAdd(),
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BattleRoundEnd = indexAdd(),
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BattleRoundEndBefore = indexAdd(),
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RoleBeDamaged = indexAdd(),
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RoleBeDamaged = indexAdd(),
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RoleDamage = indexAdd(),
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RoleDamage = indexAdd(),
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RoleBeDamagedBefore = indexAdd(),
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RoleBeDamagedBefore = indexAdd(),
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