diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 0713851417..ef1b3d66c7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -5664,15 +5664,20 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) end, - --技能击杀目标溢出伤害的[a]%将对生命百分比最高的攻击目标造成伤害,并降低其[b]点怒气 - -- a[float],b[int] + --技能击杀目标溢出伤害的[a]%将对生命百分比最高的攻击目标造成伤害,并降低其[b]点怒气,每回合最多减[c]点怒气 + -- a[float],b[int],c[int] [257]=function(role,args,id,judge) local f1 = args[1] local num = args[2] + local maxNum=args[3] if not args[2] then num=0 end + if args[3]==nil then + maxNum=6 + end local point=nil + local curNum=0 -- 直接伤害后 local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) if skill and not skill.isTriggerJudge and judge==1 then @@ -5688,16 +5693,22 @@ local passivityList = { point=list[1] end BattleUtil.FinalDamage(nil,role,point,dmg) + if curNum>=maxNum then + return + end if num>0 then BattleUtil.CalRage(role,point,num,CountTypeName.Sub) + curNum=curNum+num end - end - - -- end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) + + local onRoundChange=function() + curNum=0 + end + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role) end, --技能追加的普攻额外造成目标[a][b]%的伤害。,生命每下降[c]%,额外生命百分比加[d]%(c d 不填不增加) --a[int 属性id] b[float],c[float],d[float]