[战斗]=========被动250 修改

dev_chengFeng
wangzhenxing 2021-10-09 18:10:11 +08:00
parent 4bd1047ccc
commit 79addd132d
1 changed files with 20 additions and 18 deletions

View File

@ -5431,34 +5431,36 @@ local passivityList = {
return return
end end
if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1 --killNum = killNum + 1
if skill then if skill then
--skill.isTriggePassivity=true --skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,id) table.insert(skill.triggerPassivityId,id)
end end
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[5], f1, ct)
role:AddBuff(buff)
end end
end end
role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit,nil,nil,role) role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit,nil,nil,role)
-- 释放技能时计算额外伤害 -- 释放技能时计算额外伤害
local OnSkillCast = function(skill) -- local OnSkillCast = function(skill)
if skill then -- if skill then
extra = f1 * killNum -- extra = f1 * killNum
end -- end
end -- end
role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role) -- role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
-- 造成伤害时判断额外伤害 -- -- 造成伤害时判断额外伤害
local passivityDamaging = function(func, caster, damage, skill) -- local passivityDamaging = function(func, caster, damage, skill)
if skill then -- if skill then
if func then -- if func then
local dd = BattleUtil.CountValue(damage, extra, ct) - damage -- local dd = BattleUtil.CountValue(damage, extra, ct) - damage
func(-floor(BattleUtil.ErrorCorrection(dd))) -- func(-floor(BattleUtil.ErrorCorrection(dd)))
end -- end
end -- end
end -- end
role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging,nil,nil,role) -- role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging,nil,nil,role)
end, end,
-- 直接伤害击杀[a]目标回复[b]%的最大生命 重写148 一次技能只触发一次被动 -- 直接伤害击杀[a]目标回复[b]%的最大生命 重写148 一次技能只触发一次被动