parent
5df1a395e7
commit
d1f4aae4cd
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@ -5209,6 +5209,7 @@ local passivityList = {
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[249] = function(role, args,id,judge)
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[249] = function(role, args,id,judge)
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local f1 = args[1]
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local f1 = args[1]
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local round = 0
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local round = 0
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local isKill =false
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-- 释放技能后
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-- 释放技能后
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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 not skill.isTriggerJudge and judge==1 then
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if skill and not skill.isTriggerJudge and judge==1 then
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@ -5218,16 +5219,11 @@ local passivityList = {
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) 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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local curRound=BattleLogic.GetCurRound()
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--每个回合只会生效一次
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if curRound>round then
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round=curRound
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else
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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-- local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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role:AddBuff(buff)
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-- role:AddBuff(buff)
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isKill = true
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if skill then
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if skill then
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--skill.isTriggePassivity=true
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,id)
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table.insert(skill.triggerPassivityId,id)
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@ -5235,6 +5231,26 @@ local passivityList = {
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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)
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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local onRoundChange=function(round2)
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if round2==round+1 and isKill then
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role.mustCrit=true
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else
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role.mustCrit=false
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isKill=false
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end
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round=round2
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange)
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local onRoundStart=function(round2)
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isKill=false
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, onRoundStart)
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end,
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end,
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-- 直接伤害每次击杀目标增加自身伤害[a]%,[b]改变,可叠加持续至战斗结束 重写132 一次技能只触发一次被动
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-- 直接伤害每次击杀目标增加自身伤害[a]%,[b]改变,可叠加持续至战斗结束 重写132 一次技能只触发一次被动
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