【战斗】===========被动261 修改
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@ -5696,11 +5696,12 @@ local passivityList = {
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end
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role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
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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[持续伤害状态],b[int]
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--本次技能中如果有[a]目标,额外回复[b]点怒气,[c]buff的类型(a 填效果类型里面的具体类型; c 不填/1为dot, 2为controll )
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-- a[持续伤害状态],b[int],c[int ]
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[261]=function(role,args,id,judge)
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local dot=args[1]
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local i1 = args[2]--defRole, damage, bCrit, finalDmg, damageType, skill
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local i1 = args[2]
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local type = args[3]
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local OnRoleHit = function(skill)
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-- if skill and skill.owner==role and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) and role.camp~=defRole.camp and defRole and BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function(buff) return buff.damageType == dot end) then
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-- role:AddRage(i1, CountTypeName.Add)
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@ -5714,8 +5715,18 @@ local passivityList = {
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return
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end
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local num=0
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local buffName=BuffName.DOT
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if type then
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if type==1 then
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buffName=BuffName.DOT
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elseif type==2 then
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buffName=BuffName.Control
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end
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end
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for key, value in pairs(list) do
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.DOT, function(buff) return buff.damageType == dot and buff.caster==role and buff.startRound == BattleLogic.GetCurRound() end,role,dot)
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local isHave=BattleLogic.BuffMgr:HasBuff(value, buffName,function(buff) return
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(buffName==BuffName.DOT and buff.damageType==dot or buff.ctrlType==dot) and buff.caster==role and buff.startRound == BattleLogic.GetCurRound()
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end,role,dot)
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if isHave then
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num=num+1
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end
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