diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 9a1d1097e1..8d52c8fde3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -6197,12 +6197,29 @@ local passivityList = { end end,nil,nil,role) end, - -- 释放技能时如目标处于[a]状态,解除周围[c]系神将的控制状态 + -- 释放技能时如目标处于[a]状态,几率[b]解除周围[c]系神将的控制状态(状态1[d],状态2[e],状态3[f],状态4[g]) -- a[持续伤害状态]b[float] c[int] [273] = function(role, args,id,judge) local dot = args[1] local f1 = args[2] local ele =args[3] + local c1 =args[4] + local c2 =args[5] + local c3 =args[6] + local c4 =args[7] + local ctrls={} + if c1 then + table.insert(ctrls,c1) + end + if c2 then + table.insert(ctrls,c2) + end + if c3 then + table.insert(ctrls,c3) + end + if c4 then + table.insert(ctrls,c4) + end local onHit = function(target, damage, bCrit, finalDmg) --屏蔽相同阵应 if target and target.camp==role.camp then @@ -6215,7 +6232,7 @@ local passivityList = { if value and value~=role and value.element==ele then -- 清除所有负面buff BattleLogic.BuffMgr:ClearBuff(value, function (buff) - return buff.type == BuffName.Control + return buff.type == BuffName.Control and BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType) end) end end