From e0b7df420611223f9c011f4ce031faf34477cb8a Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Fri, 22 Oct 2021 13:57:51 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=E8=A2=AB=E5=8A=A8199=20=20=20=E5=8E=86=E6=88=98=E4=B9=8B?= =?UTF-8?q?=E8=BA=AF=20=E8=A2=AB=E5=8A=A8=E4=BF=AE=E6=94=B9=202?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Effect.lua | 3 ++- .../~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua | 7 +++++++ 2 files changed, 9 insertions(+), 1 deletion(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 9f2294ecb0..0dba8b90ba 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2405,7 +2405,8 @@ local effectList = { [128] = function(caster, target, args, interval, skill) local pro = args[1] local round = args[2] - BattleLogic.WaitForTrigger(interval, function () + BattleLogic.WaitForTrigger(interval, function () + --LogError("teamdamage=="..caster.teamDamage.." pro=="..pro.." round=="..round) local damage=floor(caster.teamDamage*pro)+round BattleUtil.FinalDamageCountShield(nil,caster, target,damage) end) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 08e3d85424..96907c8e52 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -750,6 +750,13 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage)) -- damage=realDamage end + --检测历战之躯 + -- 造成的最终伤害 + local damagingFunc = function(dmgDeduction) + realDamage = realDamage - dmgDeduction + damage=realDamage + end + defRole.Event:DispatchEvent(BattleEventName.CheckLiZhanZhiQu, damagingFunc, atkRole, realDamage, skill, dotType, bCrit, damageType,isDirect) --御甲过滤后的伤害只会处理扣血 by: wangzhenxing shihongyi 2021/09/27 local finalDmg = defRole.data:SubValue(RoleDataName.Hp,realDamage) if finalDmg >= 0 then