被动描述修改提交
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ea3be3e709
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@ -5105,6 +5105,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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end,
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--技能击杀目标溢出伤害的[a]%将对生命百分比最高的攻击目标造成伤害
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-- a[float]
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[257]=function(role,args)
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local f1 = args[1]
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local dt = args[2]
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@ -5123,6 +5124,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.RoleBeHit, onRoleHit)
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end,
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--技能追加的普攻额外造成目标[a][b]%的伤害。
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--a[int 属性id] b[float]
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[258]=function(role,args)
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local f1 = args[1]
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local dt = args[2]
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@ -5137,7 +5139,7 @@ local passivityList = {
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end
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role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging)
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end,
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-- 释放技能[a][b]%概率命中
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-- 释放技能[a][b]%概率命中(必定命中舔100%或200%)
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-- a[int], b[float]
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[259] = function(role, args)
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local pro = args[1]
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@ -5157,7 +5159,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
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end,
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--释放技能时,如果目标怒气不足[a]点,技能伤害额外[b] [c]%
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-- a[a,怒气值]b[改变类型]c[float]
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-- a[int,怒气值]b[改变类型]c[float]
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[260]=function(role,args)
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local anger = args[1]
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local type = args[2]
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@ -5175,7 +5177,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging)
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end,
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--本次技能中如果有[a]目标,额外回复[b]点怒气
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-- a[状态]b[int]
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-- a[持续伤害状态]b[int]
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[261]=function(role,args)
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local dot=args[1]
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local i1 = args[2]
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@ -5209,6 +5211,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
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end,
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--第[a]回合技能命中前有[b]%概率清除对方目标的免疫控制效果(所有控制效果)的护盾(表现上为护盾,清除护盾为直接清除效果)
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--a[int] b[float]
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[263]=function(role,args)
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local round=args[1]
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local pro=args[2]
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@ -5228,6 +5231,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.RoleDamagedBefore,onRoleDamageBefore)
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end,
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--释放技能时,如果目标怒气大于[a]点,额外降低目标[b]点怒气
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--a[int] b[int]
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[264]= function(role,args)
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local v1 = args[1]
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local v2 = args[2]
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@ -5242,6 +5246,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.FinalBeDamage,onFinalBeDamage)
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end,
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--受技能攻击时有[a]%概率给攻击者及周围没有[b]状态的敌方武将附加[c]状态,造成自身[d] [e]% 的伤害持续[f]回合
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-- a[float] b[持续伤害类型] c[持续伤害类型] d[int] e[float] f[int]
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[265] = function(role,args)
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local pro=args[1]
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local state1=args[2]
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@ -5268,6 +5273,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.FinalBeDamage,onFinalBeDamage)
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end,
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--攻击时伤害增加(我方每个存活的其他[a]元素武将伤害增加[b]%)
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--a[int] b[float]
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[266] = function(role,args)
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local ele=args[1]
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local v1=args[2]
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@ -5283,7 +5289,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.PassiveBeDamaging,passiveBeBeDamage)
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end,
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--技能击中受到[a,控制效果]的目标,会额外降低[b]点怒气
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-- a[状态]b[int]
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-- a[int 控制效果]b[int]
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[267]=function(role,args)
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local dot=args[1]
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local i1 = args[2]
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@ -5294,13 +5300,12 @@ local passivityList = {
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end
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role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit)
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end,
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--概率额外[a] [b]敌方血量[b]最少的目标(己方每个上阵的其他妖阵营神将可提供姑获鸟眩晕总概率的[c])。持续[d]回合
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--a[float] b[控制状态] c[float] d[int]
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--概率额外 [a]敌方血量最少的目标(己方每个上阵的其他妖阵营神将可提供姑获鸟眩晕总概率的[b])。持续[c]回合
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-- a[控制状态] b[float] c[int]
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[268] = function(role,args)
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local pro1=args[1]
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local con=args[2]
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local pro2=args[3]
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local time=args[4]
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local con=args[1]
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local pro2=args[2]
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local time=args[3]
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local onSkillCast=function(skill)
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if skill and skill.owner==role and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
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local list = RoleManager.Query(function(v) return role.camp == v.camp end)
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