【战斗】=====被动257修改
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@ -5664,15 +5664,20 @@ local passivityList = {
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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end,
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--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
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-- a[float],b[int]
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--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
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-- a[float],b[int],c[int]
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[257]=function(role,args,id,judge)
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local f1 = args[1]
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local num = args[2]
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local maxNum=args[3]
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if not args[2] then
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num=0
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end
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if args[3]==nil then
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maxNum=6
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end
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local point=nil
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local curNum=0
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-- 直接伤害后
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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@ -5688,16 +5693,22 @@ local passivityList = {
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point=list[1]
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end
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BattleUtil.FinalDamage(nil,role,point,dmg)
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if curNum>=maxNum then
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return
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end
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if num>0 then
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BattleUtil.CalRage(role,point,num,CountTypeName.Sub)
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curNum=curNum+num
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end
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end
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-- end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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local onRoundChange=function()
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curNum=0
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
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end,
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--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)
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--a[int 属性id] b[float],c[float],d[float]
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