[战斗]=====被动214,238修改 bug:1014491 1013881
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d19f1cce1c
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@ -4513,7 +4513,7 @@ local passivityList = {
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local list = RoleManager.Query(function(r) return r.camp == defRole.camp and r ~= defRole end)
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for _, r in ipairs(list) do
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local dd = floor(BattleUtil.ErrorCorrection(damage* f1))
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BattleUtil.ApplyDamage(nil, role, r, dd)
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BattleUtil.ApplyDamage(nil, atkRole, r, dd)
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end
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end
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end
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@ -5047,8 +5047,29 @@ local passivityList = {
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local ct2 = args[7]
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if OutDataManager.GetOutData(role.camp,id) == flr then
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local hp=0
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local hp2=0
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--如果提升的是血量上限
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if pro1==12 or pro2==12 then
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hp = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
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end
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BattleUtil.AddProp(role, pro1, f1, ct1)
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BattleUtil.AddProp(role, pro2, f2, ct2)
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--如果提升的是血量上限
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if pro1==12 or pro2==12 then
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hp2 = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
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local pro=hp-hp2
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local treat= floor(BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.MaxHp)*pro))
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role.data:AddValue(RoleDataName.Hp, treat)
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BattleLogManager.Log(
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"Final Treat",
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"acamp", role.camp,
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"apos", role.position,
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"tcamp", role.camp,
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"tpos", role.position,
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"value", treat
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)
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end
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end
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end,
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-- 猎妖之路专属
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