【战斗】=====御甲初始化数值修改
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@ -4,8 +4,8 @@ Blood = Buff:New()
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function Blood:SetData(...)
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-- 刷新排序等级
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self.bloodValue=...
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--self.bloodValue=...
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self.bloodValue=0
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self.sort = 4
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end
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@ -23,12 +23,12 @@ end
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--初始化后调用一次
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function Blood:OnStart()
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self.target.bloodShield = self
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local passiveChange=function(addValue)
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self.bloodValue=self.bloodValue+addValue
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
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--self.target.bloodShield = self
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-- local passiveChange=function(addValue)
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-- self.bloodValue=self.bloodValue+addValue
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-- end
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-- BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
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-- self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
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end
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function Blood:GetCurValue()
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return self.bloodValue
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@ -1307,13 +1307,15 @@ end
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function BattleUtil.AddBlood(target,value)
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if not target.isBanBlood then
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if target.bloodShield then
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime*2,function()
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--BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime*2,function()
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target.bloodShield:AddValue(value)
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end)
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--end)
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else
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local buff=Buff.Create(target, BuffName.Blood,0,value)
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target:AddBuff(buff)
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target.bloodShield=buff
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target.bloodShield:AddValue(value)
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--target.bloodShield:star
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end
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else
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target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
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