diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 309577f047..65b60c3445 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1839,27 +1839,34 @@ local passivityList = { - -- 释放技能后给除自己外己方生命最少的武将附加无敌盾持续[b]回合(只剩自己则不加) - --b[属性] + -- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加) + -- a[int] b[int] [104] = function(role, args,id,judge) local i1 = args[1] + local num = args[2] -- 释放技能后 local onSkillEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return end + local heros={} if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) BattleUtil.SortByHpFactor(list, 1) local target = nil for i = 1, #list do if not list[i]:IsRealDead() and list[i] ~= role then - target = list[i] - break + -- target = list[i] + table.insert(heros,list[i]) + -- break end end - if target then - target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0, 0)) + if heros then + for i = 1, i1 do + if heros[i] then + heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0)) + end + end end end end @@ -2733,7 +2740,7 @@ local passivityList = { end, - -- 战斗第[a]回合无敌 + -- 战斗第开始无敌[a]回合 -- a[int] [141] = function(role, args) local i1 = args[1] @@ -2742,6 +2749,7 @@ local passivityList = { -- 第i1回合开始 if curRound == i1 then buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0) + buff.cover = false buff.clear = false role:AddBuff(buff) end @@ -3115,7 +3123,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.RoleHit, onHit,nil,nil,role) end, - -- 复活友方第[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% + -- 复活友方[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% -- a[int]b[float]c[int] d[int] e[float] (d,e不配就不会额外回复) [154] = function(role, args) local i1 = args[1] @@ -3134,7 +3142,7 @@ local passivityList = { f1=v1 end counter = counter + 1 - if counter == i1 then + if counter <= i1 then deadRole:SetRelive(f1) end end @@ -3188,10 +3196,11 @@ local passivityList = { role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster,nil,nil,role) end, - -- 释放技能后回复当前本方阵容最靠前武将[a]点怒气 - -- a[int] + -- 释放技能后回复当前本方阵容最靠前[a]名武将[b]点怒气 + -- a[int] b[int] [158] = function(role, args,id,judge) local i1 = args[1] + local num = args[2] local onSkillCastEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return @@ -3201,10 +3210,14 @@ local passivityList = { table.sort(list, function(a, b) return a.position < b.position end) + local aaa = 0 for i= 1, #list do if list[i] and not list[i]:IsRealDead() then - BattleUtil.CalRage(role, list[i], i1, CountTypeName.Add) - break + BattleUtil.CalRage(role, list[i], num, CountTypeName.Add) + aaa=aaa+1 + if aaa==i1 then + break + end end end end @@ -4773,17 +4786,40 @@ local passivityList = { end, -- 大闹天宫胜利次数 - [225] = function(role, args) + [225] = function(role, args,id,judge) --王振兴添加 local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.WinTimes) - + local num = OutDataManager.GetOutData(role.camp,id) num = min(maxNum, num) + if num==0 then + return + end + local hp=0 + local hp2=0 + --如果提升的是血量上限 + if pro1==12 then + hp = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) + end BattleUtil.AddProp(role, pro1, f1 * num, ct1) + --如果提升的是血量上限 + if pro1==12 then + hp2 = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) + local pro=hp-hp2 + local treat= floor(BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.MaxHp)*pro)) + role.data:AddValue(RoleDataName.Hp, treat) + BattleLogManager.Log( + "Final Treat", + "acamp", role.camp, + "apos", role.position, + "tcamp", role.camp, + "tpos", role.position, + "value", treat + ) + end end, -- 斩杀生命低于[a]的敌人 @@ -4975,7 +5011,7 @@ local passivityList = { -- 猎妖之路专属 -- 根据同时拥有夜明珠的数量获得效果:2个:[c]改变[a]的[b];3个:[f]改变[d]的[e];4个:[i]改变[g]的[h] -- a[float],b[属性],c[改变类型],d[float],e[属性],f[改变类型],g[float],h[属性],i[改变类型] - [237] = function(role, args) + [237] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -4987,7 +5023,7 @@ local passivityList = { local ct3 = args[9] - local num = OutDataManager.GetOutData(role.camp, OutDataName.DarkGlowBallNum) + local num = OutDataManager.GetOutData(role.camp,id) if num >= 2 then BattleUtil.AddProp(role, pro1, f1, ct1) end @@ -5001,7 +5037,7 @@ local passivityList = { -- 猎妖之路专属 -- 在大闹天空的第[a]层中,我方武将[d]改变[b]的[c],[g改变[e]的[f] -- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] - [238] = function(role, args,id) + [238] = function(role, args,id,judge) local flr = args[1] local f1 = args[2] local pro1 = args[3] @@ -5039,7 +5075,7 @@ local passivityList = { -- 猎妖之路专属 -- 每有一件紫色品质以上的战利品,我方武将[d]改变[b]的[c],[g改变[e]的[f],最多[h]层 -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int] - [239] = function(role, args) + [239] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -5049,7 +5085,7 @@ local passivityList = { local maxNum = args[7] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.OrangeGloryItemNum) + OutDataManager.GetOutData(role.camp, OutDataName.RedGloryItemNum) + local num = OutDataManager.GetOutData(role.camp, id) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) BattleUtil.AddProp(role, pro2, f2 * num, ct2) @@ -5057,15 +5093,15 @@ local passivityList = { -- 猎妖之路专属 -- 每使用一次神秘药水,我方武将[c]改变[a]的[b],最多[d]层 -- a[float],b[属性],c[改变类型],d[int] - [240] = function(role, args) + [240] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes) - + local num = OutDataManager.GetOutData(role.camp, id) + --LogError("笔使用次数:"..num) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) end, @@ -5882,16 +5918,19 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging,nil,nil,role) end, - -- 战斗第回合概率无敌,回合数每增加1,概率是之前的[a] - -- a[float] + -- 战斗第[a]回合开始概率无敌,回合数每增加1,概率是之前的[b] + -- a[int] b[float] [272] = function(role, args) local i1 = args[1] + local p1 =args[2] local buff=nil local isTrigger=true BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) local pro=0 - if curRound>0 then - pro=i1^(curRound-1) + if curRound>i1 then + pro=p1^(curRound-i1) + else + pro=1 end if isTrigger then local isAdd=BattleUtil.RandomAction(pro, function () @@ -6795,4 +6834,4 @@ local passivityList = { role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster,nil,nil,role) end, } -return passivityList \ No newline at end of file +return passivityList