[战斗]==================被动119 ,294,305修改
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@ -2179,7 +2179,8 @@ local passivityList = {
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Normal then
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local buff = Buff.Create(role, BuffName.PropertyChange, i1, BattlePropList[pro], f1, ct)
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buff.cover = true
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--属性buff覆盖存在问题,暂时不覆盖
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buff.cover = false
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role:AddBuff(buff)
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end
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end
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@ -6144,7 +6145,11 @@ local passivityList = {
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if buff.type == BuffName.HOT and buff.caster == role and buff.roundDuration>1 and buff.startRound==BattleLogic.GetCurRound() then
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buff:ChangeBuffDuration(ct,round)
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local immune = function(buff)
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return buff.type == BuffName.Control and buff.ctrlType and buff.ctrlType==immune
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if buff.type == BuffName.Control and buff.ctrlType and buff.ctrlType==immune then
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role1.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Immune)
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return true
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end
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return false
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end
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local curBuff=Buff.Create(role, BuffName.Immune,buff.roundDuration,4,immune)
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role1:AddBuff(curBuff)
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@ -6361,7 +6366,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore)
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end,
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-- 敌方死亡[a]人自身[b]就[c]改变[d]%,--第一回合检测敌方空位加属性
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-- a[int] b[int 属性id] c[int 改变类型] d[float]
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--
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[303] = function(role,args)
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local i1 = args[1]
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local p1 = args[2]
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@ -6425,9 +6430,11 @@ local passivityList = {
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local f1 = args[1]
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local f2=args[2]
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local onRoleHit = function(deadRole)
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
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if deadRole.camp~=role.camp then
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role:InsertExtraSkill(f1,f2)
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end
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end)
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit)
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end,
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@ -366,7 +366,7 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
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type=BattleSkillType.ChaosNormal
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--混乱普攻使用普攻特效
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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isTriggerJudge=false
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--isTriggerJudge=false
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end
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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--
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