[战斗]==========被动292 修改 追加得技能一次行动只追加一次,且不触发任何特性

dev_chengFeng
wangzhenxing 2021-07-16 18:36:52 +08:00
parent f631bb3c15
commit 59b36cbf94
2 changed files with 25 additions and 3 deletions

View File

@ -6486,11 +6486,15 @@ local passivityList = {
local targets = args[1]
local f1 = args[2]
local f2=args[3]
local isTurn=false
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if not skill then
return
end
--改为一次行动只触发一次,不管这次行动追加多少次技能,击杀多少次,都只触发一次 by:wangzhenxing dengdan 2021/7/16
if not isTurn then
return
end
if skill.isNotLoop then
return
end
@ -6506,12 +6510,25 @@ local passivityList = {
--role:InsertExtraSkill(f1,f2)
local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true)
isTurn=false
if skill then
table.insert(skill.triggerPassivityId,id)
end
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
local onRoleTurnStart=function()
isTurn=true
end
role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
-- local onRoleTurnEnd=function()
-- isTurn=false
-- end
-- role.Event:AddEvent(BattleEventName.RoleTurnEnd,onRoleTurnEnd,nil,nil,role)
end,
--魂印[a]改变控制概率[b]% ,减员[c]改变控制概率[d]%,减员[e]改变伤害[f]%(只作用于主动技能效果120)
--a[改变类型]b[float] c[改变类型] d[int] e[改变类型] f[flaot]
@ -6522,6 +6539,7 @@ local passivityList = {
local f2 = args[4]
local ct3 = args[5]
local f3 = args[6]
local onSkillEffectBefore = function(skill, e, func)
if skill.type == BattleSkillType.Special then
if e.type == 120 then -- 当前只对技能效果103生效
@ -6538,6 +6556,7 @@ local passivityList = {
end
end
role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore,nil,nil,role)
end,
--如果被持续治疗的神将是[a]系神将,持续治疗效果[b]改变[c]回合,并添加免疫[d]的效果,并且移除[e]效果(e 不填不会移除)
--a[int,角色职业] b[int,改变类型] c[int] d[int,控制类型] e[int 控制类型]

View File

@ -65,15 +65,18 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri
return
end
local skill = skillPool:Get()
--角色被混乱后
isTriggerJudge=true
if isTriggerJudge==nil then
isTriggerJudge=true
end
if caster.ctrl_chaos and type~=BattleSkillType.DeadSkill then
type=BattleSkillType.ChaosNormal
--混乱普攻使用普攻特效
effectData={caster.skill[1],caster.skill[2],caster.skill[3],caster.skill[4],{100001,{1,1,1}}}
isTriggerJudge=false
end
skill:Init(caster, effectData, type, targets, isAdd, isRage)
skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
skill.isNotLoop=isLoop
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
table.insert(this.DeadSkillList, 1, skill)