[战斗]=========被动250 修改
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@ -5431,34 +5431,36 @@ local passivityList = {
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return
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return
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end
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end
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if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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killNum = killNum + 1
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--killNum = killNum + 1
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if skill then
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if skill then
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--skill.isTriggePassivity=true
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--skill.isTriggePassivity=true
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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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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[5], f1, ct)
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role:AddBuff(buff)
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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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-- 释放技能时计算额外伤害
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-- 释放技能时计算额外伤害
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local OnSkillCast = function(skill)
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-- local OnSkillCast = function(skill)
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if skill then
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-- if skill then
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extra = f1 * killNum
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-- extra = f1 * killNum
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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.SkillCast, OnSkillCast,nil,nil,role)
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-- role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
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-- 造成伤害时判断额外伤害
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-- -- 造成伤害时判断额外伤害
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local passivityDamaging = function(func, caster, damage, skill)
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-- local passivityDamaging = function(func, caster, damage, skill)
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if skill then
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-- if skill then
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if func then
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-- if func then
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local dd = BattleUtil.CountValue(damage, extra, ct) - damage
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-- local dd = BattleUtil.CountValue(damage, extra, ct) - damage
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func(-floor(BattleUtil.ErrorCorrection(dd)))
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-- func(-floor(BattleUtil.ErrorCorrection(dd)))
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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.PassiveDamaging, passivityDamaging,nil,nil,role)
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-- role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging,nil,nil,role)
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end,
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end,
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-- 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
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-- 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
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