【战斗】==========被动226 423 424修改添加提交
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@ -5979,11 +5979,12 @@ local passivityList = {
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end
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role.Event:AddEvent(BattleEventName.FinalBeDamage,onFinalBeDamage,nil,nil,role)
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end,
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--攻击时伤害增加(我方每个存活的其他[a]元素武将伤害增加[b]%)
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--a[int] b[float]
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--攻击时伤害增加(我方每个存活的其他[a]元素武将伤害增加[b]%,是否包含自身[c]
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--a[int 10:与自身相同阵营],b[float],c[int 1:包含 ]
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[266] = function(role,args,id,judge)
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local ele=args[1]
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local v1=args[2]
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local type=args[3]
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local passiveBeBeDamage=function(damagingFunc, defRole, damage, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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@ -5994,15 +5995,15 @@ local passivityList = {
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local list = RoleManager.QueryIncludeExile(function(v) return role.camp == v.camp end)
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local num=0
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for _, r in pairs(list) do
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if r~=role and r.element==ele and not r:IsDead() then
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if (r~=role or (type and type==1) ) and (r.element==ele or (ele==10 and r.element==role.element) )and not r:IsDead() then
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num=num+1
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end
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end
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if damagingFunc then
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local dd = BattleUtil.CountValue(damage,v1*num,2)-damage
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damagingFunc(-floor(BattleUtil.ErrorCorrection(dd)))
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end
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if damagingFunc then
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local dd = BattleUtil.CountValue(damage,v1*num,2)-damage
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damagingFunc(-floor(BattleUtil.ErrorCorrection(dd)))
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end
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end
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@ -10870,7 +10871,43 @@ 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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--每回合结束时,自身增加[a]类型[b]效果,持续[c]回合,参数1[d],参数2[e],参数3[f],buff是否可被清除[g]
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--a[int],b[int],c[int],d[int/float],e[int/float],f[int/float],g[int 0可被清除 1:不可清除 ]
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[423]=function(role,args,id,judge)
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local t1=args[1]
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local t2=args[2]
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local r1=args[3]
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local v1=args[4]
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local v2=args[5]
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local v3=args[6]
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local type=args[7]
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local onRoundChange=function(round)
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if round==0 then
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return
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end
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if t1==BuffName.PropertyChange then
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local buff=Buff.Create(role,BuffName.PropertyChange, r1, BattlePropList[t2], v1,v2)
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if type and type==1 then
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buff.clear=false
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else
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buff.clear=true
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end
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role:AddBuff(buff)
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, onRoundChange,nil,nil,role)
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end,
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--造成直接伤害,无视对方[a]%的伤害减免
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-- a[float]
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[424]=function(role,args,id,judge)
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local v1=args[1]
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local addDMGFac=function(func)
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if func then
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func(v1,CountTypeName.Sub)
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end
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end
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role.Event:AddEvent(BattleEventName.PassiveChangeDefDMGReFac,addDMGFac,nil,nil,role)
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end,
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}
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return passivityList
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@ -1032,6 +1032,9 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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defDMGRef=BattleUtil.CountValue(defDMGRef,v1,ct)
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end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveChangeDefDMGReFac,changeDefDMGFac)
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if defDMGRef<0 then
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defDMGRef=0
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end
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-- 基础伤害增加系数
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local addDamageFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defDMGRef
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