[战斗] 245-256被动修改,修改英雄身上如果有两个相同类型被动只能触发一个的问题
parent
3bcc15d21d
commit
e3e609c87e
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@ -153,9 +153,11 @@ function this.GetPassivityData(passivityList)
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-- 没有被覆盖,数据加入
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local pass = {}
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if cfg and cfg.Type ~= 0 then
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pass[1] = cfg.Type
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pass[1]=passiveId
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pass[2]=cfg.Judge
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pass[3] = cfg.Type
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for j = 1, #cfg.Value do
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pass[j + 1] = cfg.Value[j]
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pass[j + 3] = cfg.Value[j]
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end
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orderList[passiveId] = pass
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end
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@ -2749,16 +2749,23 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
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end,
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-- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合
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-- a[float]b[持续伤害状态]c[int]
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-- 受到[a]攻击有[b]%概率使攻击者[c](每回合造成被击者自身20%攻击力的伤害)持续[d]回合
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-- a[int 攻击类型] b[float]c[持续伤害状态]d[int] a:0 所有攻击 1:只限制技能伤害
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[147] = function(role, args)
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local f1 = args[1]
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local dot = args[2]
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local i1 = args[3]
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local type=args[1]
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local f1 = args[2]
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local dot = args[3]
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local i1 = args[4]
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-- 技能后后
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local onRoleBeHit = function(caster)
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local onRoleBeHit = function(caster,damage, bCrit, finalDmg, damageType, skill)
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--屏蔽相同阵营
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if caster.camp==role.camp then
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return
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end
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--检测技能
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if type==1 and (not skill or skill.type==BattleSkillType.Normal)then
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return
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end
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local attack = role:GetRoleData(RoleDataName.Attack)
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local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
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BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage)
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@ -4055,17 +4062,21 @@ local passivityList = {
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--技能治疗系数[a]改变[b]%(作用于主动技能效果103)
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--a[改变类型]b[float]
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--技能治疗系数[a]改变[b]% ,技能目标改变[c] [d]名(作用于主动技能效果103)
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--a[改变类型]b[float] c[改变类型] d[int]
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[206] = function(role, args)
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local ct = args[1]
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local f1 = args[2]
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local ct2 = args[3]
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local f2 = args[4]
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local onSkillEffectBefore = function(skill, e, func)
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if skill.type == BattleSkillType.Special then
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if e.type == 103 then -- 当前只对技能效果103生效
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local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[3], f1, ct))
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e.args[3] = factor
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if ct2 and f2 then
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e.args[4] = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[4], f2, ct2))
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end
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if func then func(e) end
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end
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end
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@ -4837,18 +4848,18 @@ local passivityList = {
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end,
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-- (直接伤害(目前没有明确定义直接伤害))直接伤害击杀目标自身增加[a]点怒气 重写92被动效果 每次释放技能只触发一次
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-- a[int]
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[245] = function(role, args)
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[245] = function(role, args,id)
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local i1 = args[1]
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,245) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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role:AddRage(i1, CountTypeName.Add)
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if skill then
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-- skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,245)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4857,14 +4868,14 @@ local passivityList = {
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-- 直接伤害每次击杀目标增加[a]%的[b]可叠加持续至战斗结束[c]改变 重写103效果 每次释放技能只触发一次
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-- a[float]b[属性]c[改变类型]
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[246] = function(role, args)
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[246] = function(role, args,id)
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local f1 = args[1]
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local pro = args[2]
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local ct = args[3]
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-- 释放技能后
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local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,246) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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@ -4873,7 +4884,7 @@ local passivityList = {
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role:AddBuff(buff)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,246)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4881,12 +4892,12 @@ local passivityList = {
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end,
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-- 直接伤害击杀目标后追加[a]次普攻 重写114 一次技能只触发一次被动
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-- a[int]
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[247] = function(role, args)
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[247] = function(role, args,id)
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local i1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,247) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -4895,7 +4906,7 @@ local passivityList = {
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end
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if skill then
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-- skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,247)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4904,12 +4915,12 @@ local passivityList = {
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-- 直接伤害击杀目标回复自身[a]%的[b] 重写116 一次技能只触发一次被动
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-- a[float]
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[248] = function(role, args)
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[248] = function(role, args,id)
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local f1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,248) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -4917,7 +4928,7 @@ local passivityList = {
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BattleUtil.CalTreat(role, role, treat)
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if skill then
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-- skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,248)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4926,12 +4937,12 @@ local passivityList = {
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-- 直接伤害击杀目标下回合攻击[a]%暴击(TODO:目前为增加[a]%) 重写125 一次技能只触发一次被动
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-- a[float]
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[249] = function(role, args)
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[249] = function(role, args,id)
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local f1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,249) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -4939,7 +4950,7 @@ local passivityList = {
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role:AddBuff(buff)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,249)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4948,7 +4959,7 @@ local passivityList = {
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-- 直接伤害每次击杀目标增加自身伤害[a]%,[b]改变,可叠加持续至战斗结束 重写132 一次技能只触发一次被动
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-- a[float]b[改变类型]
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[250] = function(role, args)
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[250] = function(role, args,id)
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local f1 = args[1]
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local ct = args[2]
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@ -4958,14 +4969,14 @@ local passivityList = {
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-- 击杀数量累加
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,250) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
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killNum = killNum + 1
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,250)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -4994,12 +5005,12 @@ local passivityList = {
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-- 直接伤害击杀[a]目标回复[b]%的最大生命 重写148 一次技能只触发一次被动
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-- a[持续伤害状态]b[float]
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[251] = function(role, args)
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[251] = function(role, args,id)
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local dot = args[1]
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local f1 = args[2]
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local function onHit(target, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,251) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -5008,7 +5019,7 @@ local passivityList = {
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BattleUtil.ApplyTreat(role, role, value)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,251)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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role.Event:RemoveEvent(BattleEventName.RoleHit, onHit)
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@ -5023,18 +5034,18 @@ local passivityList = {
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-- 直接伤害击杀目标回复自身[a]点怒气 重写153 一次技能只触发一次被动
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-- a[int]
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[252] = function(role, args)
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[252] = function(role, args,id)
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local i1 = args[1]
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local onHit = function(target, damage, bCrit, finalDmg,damageType,skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,252) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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role:AddRage(i1, CountTypeName.Add)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,252)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -5043,13 +5054,13 @@ local passivityList = {
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-- 击杀目标后对敌方血量百分比最低两名角色造成[a]%[b]伤害 重写170 一次技能只触发一次被动
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-- a[float]b[伤害类型]
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[253] = function(role, args)
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[253] = function(role, args,id)
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local f1 = args[1]
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local dt = args[2]
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-- 直接伤害后
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发<E8A7A6><E58F91><EFBFBD><EFBFBD><EFBFBD> return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,253) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -5064,7 +5075,7 @@ local passivityList = {
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end
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,253)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -5073,11 +5084,11 @@ local passivityList = {
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-- 直接伤害击杀目标对仇恨目标造成[a]%物理伤害 重写185 一次技能只触发一次被动
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-- a[float]
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[254] = function(role, args)
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[254] = function(role, args,id)
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local f1 = args[1]
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local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,254) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -5085,7 +5096,7 @@ local passivityList = {
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,254)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -5094,11 +5105,11 @@ local passivityList = {
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-- 技能直接击杀敌方目标时有[a]%概率获得目标剩余所有怒气(输出武将佩戴)重写197 一次技能只触发一次被动
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-- a[float]
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[255] = function(role, args)
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[255] = function(role, args,id)
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,255) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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@ -5106,7 +5117,7 @@ local passivityList = {
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role:AddRage(target.Rage, CountTypeName.Add)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,255)
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table.insert(skill.triggerPassivityId,id)
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end
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end)
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end
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@ -5116,12 +5127,12 @@ local passivityList = {
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-- 直接伤害击杀目标释放[a]技能。 重新243 一次技能只触发一次被动
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-- a[float]
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[256] = function(role, args)
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[256] = function(role, args,id,judge)
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local f1 = args[1]
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local f2=args[2]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,256) then
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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end
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--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
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@ -5135,7 +5146,7 @@ local passivityList = {
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role:InsertExtraSkill(f1,f2)
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if skill then
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--skill.isTriggePassivity=true
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table.insert(skill.triggerPassivityId,256)
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table.insert(skill.triggerPassivityId,id)
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end
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end
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end
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@ -5471,7 +5482,248 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
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end
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end,
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-- 受到[a]状态敌人攻击时受到伤害[b]改变[c]怒气
|
||||
-- a[持续伤害状态]b[改变类型]c[int]
|
||||
[271] = function(role, args)
|
||||
local dot = args[1]
|
||||
local ct = args[2]
|
||||
local f1 = args[3]
|
||||
local onPassiveBeDamaging = function(func, caster, damage)
|
||||
if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end) then
|
||||
role:AddRage(f1,ct)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging)
|
||||
end,
|
||||
-- 战斗第回合概率无敌,回合数每增加1,概率是之前的[a]
|
||||
-- a[float]
|
||||
[272] = function(role, args)
|
||||
local i1 = args[1]
|
||||
local buff=nil
|
||||
local isTrigger=true
|
||||
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
|
||||
local pro=0
|
||||
if curRound>0 then
|
||||
pro=i1^(curRound-1)
|
||||
LogError("cur round pro "..pro)
|
||||
end
|
||||
if isTrigger then
|
||||
local isAdd=BattleUtil.RandomAction(pro, function ()
|
||||
buff = Buff.Create(role, BuffName.Shield, 1, ShieldTypeName.AllReduce, 0, 0)
|
||||
buff.clear = false
|
||||
role:AddBuff(buff)
|
||||
end)
|
||||
isTrigger=isAdd
|
||||
end
|
||||
end)
|
||||
end,
|
||||
-- 释放技能时如目标处于[a]状态,解除周围人系神将的异常状态
|
||||
-- a[持续伤害状态]b[float]
|
||||
[273] = function(role, args)
|
||||
local dot = args[1]
|
||||
local f1 = args[2]
|
||||
local onHit = function(target, damage, bCrit, finalDmg)
|
||||
--屏蔽相同阵应
|
||||
if target and target.camp==role.camp then
|
||||
return
|
||||
end
|
||||
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
|
||||
local list = RoleManager.GetNeighbor(role, 1)
|
||||
if list then
|
||||
for key, value in pairs(list) do
|
||||
if value and value~=role and value.element==role.element then
|
||||
-- 清除所有负面buff
|
||||
BattleLogic.BuffMgr:ClearBuff(self.target, function (buff)
|
||||
return buff.type == BuffName.Control or buff.type == BuffName.DOT
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local onSkillCast = function(skill)
|
||||
if skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra then
|
||||
role.Event:AddEvent(BattleEventName.RoleHit, onHit)
|
||||
end
|
||||
end
|
||||
-- 技能后后
|
||||
local onSkillCastEnd = function(skill)
|
||||
if skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra then
|
||||
role.Event:RemoveEvent(BattleEventName.RoleHit, onHit)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
|
||||
end,
|
||||
|
||||
--受到[a]目标攻击时,自身免疫控制和减怒
|
||||
--a[int 持续伤害类型] b,c[int 持续伤害类型]
|
||||
[274] = function(role,args)
|
||||
local sta1=args[1]
|
||||
local sta2=args[2]
|
||||
local sta3=args[3]
|
||||
local skiller=nil
|
||||
local immune = function(buff)
|
||||
return buff.type == BuffName.Control
|
||||
end
|
||||
local curBuff=nil
|
||||
local immuneState=false
|
||||
local onRoleDamageBefore=function(atkRole, factorFunc, damageType, skill)
|
||||
if atkRole.camp~= role.camp and BattleLogic.BuffMgr:HasBuff(skill.owner, BuffName.DOT, function (buff) return buff.damageType == sta1 end) then
|
||||
--curBuff=Buff.Create(role, BuffName.Immune, 1,4,immune)
|
||||
-- role:AddBuff(curBuff)
|
||||
role.buffFilter:Add(immune)
|
||||
immuneState=role.isImmuneReduceRage
|
||||
if not immuneState then
|
||||
role.isImmuneReduceRage=true
|
||||
end
|
||||
skiller=atkRole
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleBeDamagedBefore,onRoleDamageBefore)
|
||||
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill and skill.owner==skiller then
|
||||
--if curBuff then
|
||||
-- BattleLogic.BuffMgr:ClearBuff(role, function (buff)
|
||||
-- return buff==curBuff
|
||||
-- end)
|
||||
for i = 1, role.buffFilter.size do
|
||||
if role.buffFilter.buffer[i] == immune then
|
||||
role.buffFilter:Remove(i)
|
||||
break
|
||||
end
|
||||
end
|
||||
role.isImmuneReduceRage=immuneState
|
||||
-- end
|
||||
end
|
||||
end
|
||||
BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
|
||||
end,
|
||||
|
||||
|
||||
-- 释放技能后[a]方 [b]最高[c]阵营 友方改变[d][e]点怒气
|
||||
-- a[int,敌我方] 0:我方 1:敌方,b[int 属性类型], c[int 阵营id], d[int 改变类型], e[int]
|
||||
[275] = function(role, args)
|
||||
local camp = args[1]
|
||||
local pro=args[2]
|
||||
local ele=args[3]
|
||||
local ct=args[4]
|
||||
local num=args[5]
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
|
||||
local list=nil
|
||||
if camp==0 then
|
||||
list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
elseif camp==1 then
|
||||
list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
|
||||
end
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
list = BattleUtil.SortByProp(list, BattlePropList[pro],0)
|
||||
if not list[1]:IsDead() then
|
||||
list[1]:AddRage(num,ct)
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
|
||||
end,
|
||||
|
||||
-- 释放技能后 生命百分比最少[a]名[b]阵营,附加免疫控制效果,持续[c]回合
|
||||
-- a[int],b[int 阵营id],c[int]
|
||||
[276] = function(role, args)
|
||||
local num = args[1]
|
||||
local ele=args[2]
|
||||
local round=args[3]
|
||||
-- 释放技能后
|
||||
local onSkillEnd = function(skill)
|
||||
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
|
||||
local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
list =BattleUtil.SortByHpFactor(list,1)
|
||||
for i = 1,LengthOfTable(list) do
|
||||
if i<=num then
|
||||
if not list[i]:IsDead() then
|
||||
local buff=Buff.Create(role, BuffName.Immune,round,1)
|
||||
list[i]:AddBuff(buff)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
|
||||
end,
|
||||
-- 减伤改为[a] 持续回合改为[b](技能效果104专属被动)
|
||||
-- a[float]b[int]
|
||||
[277] = function(role, args)
|
||||
local dot = args[1]
|
||||
local round=args[2]
|
||||
local onSkillEffectBefore = function(skill, e, func)
|
||||
if skill.type == BattleSkillType.Special then
|
||||
if e.type == 104 then -- 当前只对技能效果104生效
|
||||
e.args[1]=dot
|
||||
e.args[2]=round
|
||||
if func then func(e) end
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore)
|
||||
end,
|
||||
--为己方神将附加的护盾消失后,回复被保护的神将[a][b]%的血量
|
||||
[278]=function(role,args)
|
||||
local pro=args[1]
|
||||
local v1=args[2]
|
||||
local OnBuffEnd=function(buff)
|
||||
if buff and buff.caster==role and buff.type==BuffName.Shield then
|
||||
local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
|
||||
BattleUtil.CalTreat(role,buff.target, val)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd)
|
||||
end,
|
||||
--发动技能后,[a]概率给我方[b]最高[c]名[d]阵营 [e]属性[f]改变[g],持续[h]回合
|
||||
--a[float],b[int 属性],c[int], d[int],e[int 属性],f[int 改变类型],g[float] h[int]
|
||||
[279] = function(role, args)
|
||||
local p1=args[1]
|
||||
local p2=args[2]
|
||||
local num=args[3]
|
||||
local ele=args[4]
|
||||
local p3=args[5]
|
||||
local ct=args[6]
|
||||
local v1=args[7]
|
||||
local r1=args[8]
|
||||
|
||||
local OnSkillCastEnd = function(skill)
|
||||
if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
|
||||
BattleUtil.RandomAction(p1, function ()
|
||||
local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
list =BattleUtil.SortByProp(list,BattlePropList[p2],0)
|
||||
for i = 1,LengthOfTable(list) do
|
||||
if i<=num then
|
||||
if not list[i]:IsDead() then
|
||||
local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct )
|
||||
list[i]:AddBuff(buff)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
|
||||
end,
|
||||
--免疫减怒
|
||||
[280]=function(role,args)
|
||||
role.isImmuneReduceRage=true
|
||||
LogError("角色免疫减怒")
|
||||
end,
|
||||
}
|
||||
return passivityList
|
|
@ -58,17 +58,20 @@ function RoleLogic:Init(uid, data, position)
|
|||
self.NoRageRate = 0 -- 不消耗怒气值的概率
|
||||
|
||||
--
|
||||
self.isImmuneReduceRage=false --是否免疫减怒
|
||||
self.passiveList = {}
|
||||
if data.passivity and #data.passivity > 0 then
|
||||
for i = 1, #data.passivity do
|
||||
local v = data.passivity[i]
|
||||
local id = v[1]
|
||||
local passivityId=v[1]
|
||||
local judge=v[2]
|
||||
local id = v[3]
|
||||
local args = {}
|
||||
for j = 2, #v do
|
||||
args[j-1] = v[j]
|
||||
for j = 4, #v do
|
||||
args[j-3] = v[j]
|
||||
end
|
||||
if BattleUtil.Passivity[id] then
|
||||
BattleUtil.Passivity[id](self, args)
|
||||
BattleUtil.Passivity[id](self, args,passivityId,judge)
|
||||
-- 加入被动列表
|
||||
table.insert(self.passiveList, {id, args})
|
||||
end
|
||||
|
@ -156,7 +159,7 @@ end
|
|||
-- 改变怒气值
|
||||
function RoleLogic:AddRage(value, type)
|
||||
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
|
||||
if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then
|
||||
if (type==3 or type==4) and (self.isImmuneReduceRage or BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end)) then
|
||||
LogBattle("角色身上有无敌盾,不扣除怒气")
|
||||
return
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue