【战斗】======被动283修改
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b46a62c25a
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db071514f9
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@ -9519,15 +9519,11 @@ local passivityList = {
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
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end,
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--目标存在御甲,追击的普攻对御甲额外造成[a]倍伤害,不存在御甲,追击的普攻额外造成目标[b][c]%的伤害
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--【御甲不足以抵扣a倍伤害 对神将造成血量伤害=([d]属性*[e]-御甲值)/[f]】
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--a[int],b[int],c[float],d[int],e[int],f[int]
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--a[int],b[int],c[float]
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[383]=function(role, args,id,judge)
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local d1 = args[1]
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local p1 = args[2]
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local v1 = args[3]
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local p2 = args[4]
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local v2 = args[5]
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local d2 = args[6]
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local passiveDmg=function(func, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
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if not skill then
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return
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@ -9548,7 +9544,7 @@ local passivityList = {
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else
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local jia=defRole.bloodShield.bloodValue
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if damage*d1>jia then
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local aaa=(role:GetRoleData(BattlePropList[p2])*v2-jia)/d2
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local aaa=damage-(jia/d1)+jia-damage
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func(-floor(aaa))
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else
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func(-floor(damage*(d1-1)))
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@ -10658,6 +10654,10 @@ local passivityList = {
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange)
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end,
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-- 每有一个[a]阵营神将改变[b]%[c]属性 改变类型[d](战前全体生效用)
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--a[int],b[float],c[属性],d[int]
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[413] =function(role,args,id,judge)
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end,
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}
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