[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
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f631bb3c15
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59b36cbf94
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@ -6486,11 +6486,15 @@ local passivityList = {
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local targets = args[1]
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local targets = args[1]
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local f1 = args[2]
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local f1 = args[2]
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local f2=args[3]
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local f2=args[3]
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local isTurn=false
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if not skill then
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if not skill 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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--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
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if not isTurn then
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return
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end
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if skill.isNotLoop then
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if skill.isNotLoop 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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@ -6506,12 +6510,25 @@ local passivityList = {
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--role:InsertExtraSkill(f1,f2)
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--role:InsertExtraSkill(f1,f2)
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local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
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local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
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SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true)
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SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true)
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isTurn=false
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if skill then
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if skill then
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table.insert(skill.triggerPassivityId,id)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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local onRoleTurnStart=function()
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isTurn=true
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
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-- local onRoleTurnEnd=function()
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-- isTurn=false
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-- end
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-- role.Event:AddEvent(BattleEventName.RoleTurnEnd,onRoleTurnEnd,nil,nil,role)
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end,
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end,
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--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)
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--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)
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--a[改变类型]b[float] c[改变类型] d[int] e[改变类型] f[flaot]
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--a[改变类型]b[float] c[改变类型] d[int] e[改变类型] f[flaot]
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@ -6522,6 +6539,7 @@ local passivityList = {
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local f2 = args[4]
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local f2 = args[4]
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local ct3 = args[5]
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local ct3 = args[5]
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local f3 = args[6]
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local f3 = args[6]
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local onSkillEffectBefore = function(skill, e, func)
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local onSkillEffectBefore = function(skill, e, func)
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special then
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if e.type == 120 then -- 当前只对技能效果103生效
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if e.type == 120 then -- 当前只对技能效果103生效
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@ -6538,6 +6556,7 @@ local passivityList = {
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end
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore,nil,nil,role)
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end,
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end,
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--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)
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--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)
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--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]
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--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]
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@ -65,15 +65,18 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri
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return
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return
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end
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end
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local skill = skillPool:Get()
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local skill = skillPool:Get()
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--角色被混乱后
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--角色被混乱后
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isTriggerJudge=true
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if isTriggerJudge==nil then
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isTriggerJudge=true
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end
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if caster.ctrl_chaos and type~=BattleSkillType.DeadSkill then
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if caster.ctrl_chaos and type~=BattleSkillType.DeadSkill then
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type=BattleSkillType.ChaosNormal
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type=BattleSkillType.ChaosNormal
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--混乱普攻使用普攻特效
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--混乱普攻使用普攻特效
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effectData={caster.skill[1],caster.skill[2],caster.skill[3],caster.skill[4],{100001,{1,1,1}}}
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effectData={caster.skill[1],caster.skill[2],caster.skill[3],caster.skill[4],{100001,{1,1,1}}}
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isTriggerJudge=false
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isTriggerJudge=false
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end
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end
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skill:Init(caster, effectData, type, targets, isAdd, isRage)
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skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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skill.isNotLoop=isLoop
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skill.isNotLoop=isLoop
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if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
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if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
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table.insert(this.DeadSkillList, 1, skill)
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table.insert(this.DeadSkillList, 1, skill)
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