[战斗]==========被动199 历战之躯 被动修改 2
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@ -2405,7 +2405,8 @@ local effectList = {
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[128] = function(caster, target, args, interval, skill)
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[128] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local pro = args[1]
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local round = args[2]
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local round = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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--LogError("teamdamage=="..caster.teamDamage.." pro=="..pro.." round=="..round)
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local damage=floor(caster.teamDamage*pro)+round
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local damage=floor(caster.teamDamage*pro)+round
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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end)
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end)
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@ -750,6 +750,13 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage))
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realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage))
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-- damage=realDamage
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-- damage=realDamage
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end
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end
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--检测历战之躯
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-- 造成的最终伤害
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local damagingFunc = function(dmgDeduction)
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realDamage = realDamage - dmgDeduction
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damage=realDamage
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end
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defRole.Event:DispatchEvent(BattleEventName.CheckLiZhanZhiQu, damagingFunc, atkRole, realDamage, skill, dotType, bCrit, damageType,isDirect)
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--御甲过滤后的伤害只会处理扣血 by: wangzhenxing shihongyi 2021/09/27
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--御甲过滤后的伤害只会处理扣血 by: wangzhenxing shihongyi 2021/09/27
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp,realDamage)
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp,realDamage)
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if finalDmg >= 0 then
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if finalDmg >= 0 then
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