[战斗] 神女庇佑最佳技能表现修改,吞鲸魂印修改
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ed6842d354
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cf54cff4b8
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@ -3859,7 +3859,7 @@ local passivityList = {
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[197] = function(role, args)
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[197] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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BattleUtil.RandomAction(f1, function()
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BattleUtil.RandomAction(f1, function()
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role:AddRage(target.Rage, CountTypeName.Add)
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role:AddRage(target.Rage, CountTypeName.Add)
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end)
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end)
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@ -5811,7 +5811,7 @@ local passivityList = {
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end
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end
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elseif type==2 then--技能
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elseif type==2 then--技能
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if skill then
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if skill then
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if skill.type==BattleSkillType.Normal and skill.type==BattleSkillType.Monster then
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if skill.type==BattleSkillType.Normal or skill.type== BattleSkillType.Monster then
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return
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return
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end
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end
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else
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else
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@ -5824,6 +5824,32 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit,onRoleBeHit)
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role.Event:AddEvent(BattleEventName.RoleBeHit,onRoleBeHit)
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end,
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end,
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-- 直接伤害击杀目标释放对[a][b]%[c]技能伤害 神女庇佑魂印效果 播放佩戴者的技能动作和特效
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-- a[int 目标选择系数] b[flaot] c[int 伤害类型]
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[292] = function(role, args,id,judge)
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local targets = args[1]
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local f1 = args[2]
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local f2=args[3]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
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if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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--role:InsertExtraSkill(f1,f2)
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local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
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SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false)
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if skill then
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table.insert(skill.triggerPassivityId,id)
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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)
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end,
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}
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}
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return passivityList
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return passivityList
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