【战斗】=======反伤盾类型修改
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@ -488,6 +488,7 @@ function BattleLogic.Update()
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end
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end
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if CurRound > MaxRound then
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if CurRound > MaxRound then
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if BattleLogic.Type == BATTLE_SERVER_TYPE.TOPFight -- 巅峰赛
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if BattleLogic.Type == BATTLE_SERVER_TYPE.TOPFight -- 巅峰赛
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or BattleLogic.Type == BATTLE_SERVER_TYPE.ArenaFight
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or BattleLogic.Type == BATTLE_SERVER_TYPE.Firend
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or BattleLogic.Type == BATTLE_SERVER_TYPE.Firend
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or BattleLogic.Type == BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight
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or BattleLogic.Type == BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight
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or BattleLogic.Type == BATTLE_SERVER_TYPE.LINGMAIMIJING
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or BattleLogic.Type == BATTLE_SERVER_TYPE.LINGMAIMIJING
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@ -5,7 +5,7 @@ local onRoleBeHit=nil
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function Shield:SetData(...)
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function Shield:SetData(...)
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self.shieldType, -- 护盾类型(1 固定减伤盾 2 百分比减伤盾 3 无敌盾)
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self.shieldType, -- 护盾类型(1 固定减伤盾 2 百分比减伤盾 3 无敌盾 5.反伤盾 )
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self.shieldValue, -- 护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
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self.shieldValue, -- 护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
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self.dmgReboundFactor = ... --伤害反弹系数
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self.dmgReboundFactor = ... --伤害反弹系数
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self.damageSum = 0 --记录承受的伤害
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self.damageSum = 0 --记录承受的伤害
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@ -16,7 +16,8 @@ function Shield:SetData(...)
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-- 刷新排序等级
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-- 刷新排序等级
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self.sort = 4
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self.sort = 4
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immune0=function(buff)
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immune0=function(buff)
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return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT or buff.caster.camp~=self.target.camp
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return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT or (buff.caster.camp~=self.target.camp and buff.type~= BuffName.Exile
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)
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end
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end
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onRoleBeHit=function(atkRole, damage, bCrit, finalDmg, damageType, skill)
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onRoleBeHit=function(atkRole, damage, bCrit, finalDmg, damageType, skill)
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--damagetype为3 是 舍身济世分摊伤害
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--damagetype为3 是 舍身济世分摊伤害
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@ -333,7 +333,7 @@ ShieldTypeName = {
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NormalReduce = 1, -- 固定值减伤
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NormalReduce = 1, -- 固定值减伤
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RateReduce = 2, -- 百分比减伤
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RateReduce = 2, -- 百分比减伤
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AllReduce = 3, -- 无敌护盾
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AllReduce = 3, -- 无敌护盾
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ThornsReduce = 4, --反伤盾
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ThornsReduce = 5, --反伤盾
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}
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}
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--额外释放技能
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--额外释放技能
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