【战斗】=================被动修改提交
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91c292a809
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d9778dbae4
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@ -370,6 +370,7 @@ function BuffManager:Update()
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buff:OnEnd()
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buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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BattleLogic.Event:DispatchEvent(BattleEventName.BuffBeClear, buff)
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putBuff(buff)
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buffList:Remove(index)
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else
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@ -12473,11 +12473,11 @@ local passivityList = {
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if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
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return
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end
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if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
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if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff)
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return buff.caster == role and buff.signType == t2 end) then
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BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除
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BattleUtil.CalRage(role, skill.owner, v1, ct)
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end)
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end
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end
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@ -12493,13 +12493,17 @@ local passivityList = {
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-- 释放技能后
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local onSkillEnd = function(skiller)
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skiller.notAction=false
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--skiller.notAction=false
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if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
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BattleUtil.RandomAction(v1, function()
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skiller.notAction=true
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end)
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end
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local onTurnEnd = function(turner)
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turner.notAction= false
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end
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skiller.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd,nil,nil,role)
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role)
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end,
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@ -12511,16 +12515,25 @@ local passivityList = {
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local t2 = args[2]
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local v1 = args[3]
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local triggerRole={}
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-- 释放技能后
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local onSkillEnd = function(skiller)
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if BattleUtil.ChecklistIsContainValue(triggerRole,skiller) then
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return
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end
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if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
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BattleUtil.RandomAction(v1, function()
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BattleLogic.InsertSkillRole(skiller)
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table.insert(triggerRole,skiller)
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end)
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,function(curRound)
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triggerRole={}
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end)
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end,
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-- [a]效果[b]状态的buff消失时,有[c]%概率额外行动一次
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@ -12531,17 +12544,19 @@ local passivityList = {
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local v1 = args[3]
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local OnBuffEnd=function(buff)
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if buff.type~= t1 and buff.signType~=t2 then
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return
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end
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if buff.caster~=role then
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return
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end
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BattleUtil.RandomAction(1, function()
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if buff.type~= t1 or buff.signType~=t2 then
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return
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end
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BattleUtil.RandomAction(v1, function()
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BattleLogic.InsertSkillRole(role)
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end)
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end
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BattleLogic.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BuffBeClear, OnBuffEnd,nil,nil,role)
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end,
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-- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,受到的伤害[e]改变[f]%,伤害类型[g]
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@ -144,6 +144,7 @@ BattleEventName = {
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BuffTrigger = indexAdd(),
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BuffBeAdd=indexAdd(),
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BuffEnd = indexAdd(),
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BuffBeClear = indexAdd(),
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BuffCountChange = indexAdd(),
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BuffCover = indexAdd(),
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BuffRoundChange = indexAdd(),
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