From e738e8eda82c1284f8d363c1ad62b61fb56fb728 Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Thu, 28 Oct 2021 14:41:01 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8180=20=E4=BF=AE?= =?UTF-8?q?=E6=94=B9=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Modules/Battle/Logic/Base/Passivity.lua | 30 ++++++++++++++----- 1 file changed, 22 insertions(+), 8 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index d14b44bd16..7dde144002 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -3769,15 +3769,28 @@ local passivityList = { end, - -- 受到[a]效果概率降低[b]%,[c]改变 - -- a[控制状态]b[float]c[改变类型] + -- 受到[a]效果概率降低[b]%,[c]改变,控制类型[d] 控制类型[e] 控制类型[f](a:0 所有控制类型) + -- a[int],b[float],c[改变类型],d[int],e[int],f[int] [180] = function(role, args) - local ctrl = args[1] + local type = args[1] local f1 = args[2] local ct = args[3] - + local ctrl = args[4] + local ctr2 = args[5] + local ctr3 = args[6] + local ctrls={} + if ctrl then + table.insert(ctrls,ctrl) + end + if ctr2 then + table.insert(ctrls,ctr2) + end + if ctr3 then + table.insert(ctrls,ctr3) + end + local onPassiveBeRandomControl = function(func, ctrl2, target) - if ctrl == 0 or ctrl == ctrl2 then + if type == 0 or BattleUtil.ChecklistIsContainValue(ctrls,ctrl2) then if func then func(f1, ct) end end end @@ -8501,7 +8514,7 @@ local passivityList = { end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role) end, - -- 修改技能效果[a]的参数,第[b]个参数改变为[c],第[d]个参数改变为[e] + -- 修改技能[a]的参数,第[b]个参数改变为[c],第[d]个参数改变为[e] -- a[int 技能的id],b[int],c[float/int],d[int],e[int/float] [356] = function(role, args,id,judge) local type = args[1] @@ -8545,7 +8558,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.BuffCaster,OnBuffBeAdd,nil,nil,role) end, -- 攻击[a]类型[b]效果目标时,暴击伤害改变[c][d]%,攻击类型[e] - -- a[持续伤害状态],b[float],c[改变类型],d[float],e[int 0:所有 1:普攻 2:技能] + -- a[int buff大类型],b[int buff小类型],c[改变类型],d[float],e[int 0:所有 1:普攻 2:技能] [358] = function(role, args,id,judge) local type1 = args[1] local type2 = args[2] @@ -8569,7 +8582,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role) end, --释放技能消耗怒气超过[a]点,对目标额外造成目标[b]属性[c]%*(本次技能消耗怒气数-a)的间接伤害。 - --a[float] + --a[int],b[int],c[float] [359] = function(role, args,id,judge) local num = args[1] local pro = args[2] @@ -8690,6 +8703,7 @@ local passivityList = { BattleLogic.Event:AddEvent(BattleEventName.BloodValuePassiveChange,onPassiveBlood,nil,nil,role) end, --改变被动效果数据 被动id[a] 第[b]个参数值变成[c]; 第[d]个参数值变成[e](参数可变,但必须简直对应) + --a[int 被动id], b[int],c[int/float],d[int],e[int/float],,,,,,, [363]=function(role, args,id,judge) --用于被动初始化时替换被动数值 end,