diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index ddfc6fb97c..6e4131cddb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2353,41 +2353,7 @@ local effectList = { target:AddBuff(Buff.Create(caster, BuffName.PropertyChange, i1, BattlePropList[pro], f1, ct)) end) end, - --造成[a]%的[b]伤害,目标数量大于等于[c],伤害[d]改变[e]%;目标数量小于[f],对其额外造成[g]属性[h]%的伤害(e,h填0 为魂印修改数值3) - --a[float],b[伤害类型],c[int],d[int],e[float] f[int] g[int] h[float] - [126] = function(caster, target, args, interval, skill) - local f1 = args[1] - local dt = args[2] - local num = args[3] - local ct = args[4] - local f2 = args[5] - local num2 =args[6] - local p1 = args[7] - local f3 = args[8] - -- 改变值 = 技能最大目标数 - 当前目标数 - local maxNum = skill:GetMaxTargetNum() - local curNum = #skill:GetDirectTargets() - if curNum>=num and f2>0 then - f1=BattleUtil.CountValue(f1,f2,ct) - end - BattleLogic.WaitForTrigger(interval, function () - BattleUtil.CalDamage(skill, caster, target, dt, f1) - --伤害命中才会给目标上buff - if skill and skill:CheckTargetIsHit(target) then - if curNum0 and releaseNum%num==0 and (addNum