天蓬相关技能提交
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4ece26aaf4
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de787a85f7
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@ -3113,6 +3113,14 @@ local effectList = {
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BattleUtil.FinalDamage(nil, caster, target,floor(value), nil, 0, nil, true)
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BattleUtil.FinalDamage(nil, caster, target,floor(value), nil, 0, nil, true)
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end)
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end)
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end,
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end,
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--添加一个控制效果
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[159] = function(caster, target, args, interval, skill)
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local round = args[1]--持续回合数
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local ctrType= args[2]--控制类型
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BattleLogic.WaitForTrigger(interval, function ()
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target:AddBuff(Buff.Create(caster, BuffName.Control, round, ctrType))
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end)
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end,
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}
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}
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return effectList
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return effectList
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@ -8976,7 +8976,6 @@ local passivityList = {
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[364] = function(role, args,id,judge)
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[364] = function(role, args,id,judge)
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local pro = args[1]
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local pro = args[1]
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local f1 = args[2]
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local f1 = args[2]
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local i1 = args[3]
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-- 技能后后
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-- 技能后后
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local onSkillEnd = function(skill)
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local onSkillEnd = function(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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@ -12299,5 +12298,22 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.CheckTreatVoid,onTreatVoid,nil,nil,role)
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role.Event:AddEvent(BattleEventName.CheckTreatVoid,onTreatVoid,nil,nil,role)
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end,
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end,
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-- 释放技能后给自身增加自身[a][b]%的御甲
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-- a[属性]b[float]
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[466] = function(role, args)
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local pro = args[1]
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local f1 = args[2]
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-- 技能后
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local onSkillEnd = function(skill)
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if skill then
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if skill.type == BattleSkillType.Special then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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BattleUtil.AddBlood(role,tv)
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
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end,
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}
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}
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return passivityList
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return passivityList
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@ -9,8 +9,14 @@ function Control:SetData(...)
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self.sort = 4
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self.sort = 4
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end
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end
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--初始化后调用一次
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--初始化后调用一次
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function Control:OnStart()
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function Control:OnStart()
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local lockTargetFun=function()
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self.target.ctrl_slient = false
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self.target.lockTarget=nil
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self.disperse=true
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end
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if self.ctrlType == 1 then --眩晕
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if self.ctrlType == 1 then --眩晕
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self.target.ctrl_dizzy = true
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self.target.ctrl_dizzy = true
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elseif self.ctrlType == 2 then --沉默
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elseif self.ctrlType == 2 then --沉默
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@ -18,6 +24,7 @@ function Control:OnStart()
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elseif self.ctrlType == 3 then --嘲讽(包括沉默)
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elseif self.ctrlType == 3 then --嘲讽(包括沉默)
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self.target.lockTarget = self.caster
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self.target.lockTarget = self.caster
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self.target.ctrl_slient = true
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self.target.ctrl_slient = true
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self.caster.Event:AddEvent(BattleEventName.RoleDead,lockTargetFun,nil,nil,self.target)
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elseif self.ctrlType == 4 then --禁疗
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elseif self.ctrlType == 4 then --禁疗
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self.target.ctrl_noheal = true
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self.target.ctrl_noheal = true
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elseif self.ctrlType == 5 then --致盲
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elseif self.ctrlType == 5 then --致盲
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@ -320,6 +320,7 @@ ControlType = {
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BattleSkillType = {
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BattleSkillType = {
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Monster = 0,
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Monster = 0,
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Normal = 1,
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Normal = 1,
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--大招
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Special = 2,
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Special = 2,
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--额外技能
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--额外技能
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Extra = 3,
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Extra = 3,
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@ -299,7 +299,7 @@ function BattleUtil.ChooseTarget(role, chooseId,queryType)
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arr = RoleManager.Query(function (r) return r.camp == role.camp end)
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arr = RoleManager.Query(function (r) return r.camp == role.camp end)
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end
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end
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elseif chooseType == 2 then
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elseif chooseType == 2 then
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if role.lockTarget and not role.lockTarget:IsRealDead() and not role.lockTarget.isExile and num == 1 then --嘲讽时对单个敌军生效
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if role.lockTarget and not role.lockTarget:IsRealDead() and not role.lockTarget.isExile then --嘲讽时对单个敌军生效
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return {role.lockTarget}
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return {role.lockTarget}
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end
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end
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arr = RoleManager.Query(function (r) return r.camp ~= role.camp end)
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arr = RoleManager.Query(function (r) return r.camp ~= role.camp end)
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