[战斗]==========被动292 ,319 修改

dev_chengFeng
wangzhenxing 2021-07-15 18:20:38 +08:00 committed by JieLing
parent 7a77e188a8
commit d040e0d0b2
3 changed files with 30 additions and 20 deletions

View File

@ -6487,6 +6487,13 @@ local passivityList = {
local f1 = args[2]
local f2=args[3]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if not skill then
return
end
if skill.isNotLoop then
return
end
--如果是技能并且这个被动已经被触发过 return
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
return
@ -6498,7 +6505,7 @@ local passivityList = {
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
--role:InsertExtraSkill(f1,f2)
local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false)
SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true)
if skill then
table.insert(skill.triggerPassivityId,id)
end
@ -7254,24 +7261,25 @@ local passivityList = {
--延时一帧,等所有英雄死亡结束后再执行逻辑
local roleRage=role.Rage
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
local len=#arr
local rage1=roleRage*v1
if rage1<len*v2 then
rage1=len*v2
end
local num1=floor(rage1/len)
local num2=rage1%len
for i = 1, len do
if i<=num2 then
BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
else
BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
end
end
end)
end
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
local len=#arr
local rage1=roleRage*v1
if rage1<len*v2 then
rage1=len*v2
end
local num1=floor(rage1/len)
local num2=rage1%len
for i = 1, len do
-- if i<=num2 then
-- BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
-- else
-- BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
-- end
--修改为每个英雄只回复一点怒气 by:wangzhenxing 2021/07/15
BattleUtil.CalRage(role,arr[i],1, CountTypeName.Add)
end
end)
end
role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
end,
--普攻额外回复怒气增加[a]点

View File

@ -23,6 +23,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
self.isKill = false --是否技能击杀目标
self.isAdd = isAdd
self.isRage = isRage
self.isNotLoop= false
if isTriggerJudge~=nil then
self.isTriggerJudge=isTriggerJudge
else

View File

@ -59,7 +59,7 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTrigge
return skill
end
-- 插入技能到技能列表首位
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
-- 如果超出最大限制则不再追加技能
if not this.CheckMaxCount() then
return
@ -74,6 +74,7 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri
isTriggerJudge=false
end
skill:Init(caster, effectData, type, targets, isAdd, isRage)
skill.isNotLoop=isLoop
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
table.insert(this.DeadSkillList, 1, skill)
else