【战斗】======被动401修改
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@ -10106,10 +10106,10 @@ local passivityList = {
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local v2=args[4]
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local v2=args[4]
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local t1=args[5]
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local t1=args[5]
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local t2=args[6]
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local t2=args[6]
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local OnBuffStart = function(buff1)
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local OnBuffStart = function(buff)
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-- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
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-- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
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local buff={}
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buff=buff1
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-- buff=buff1
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if buff.skill==nil or buff.skill.type~=BattleSkillType.Special then
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if buff.skill==nil or buff.skill.type~=BattleSkillType.Special then
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return
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return
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end
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end
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@ -10127,16 +10127,11 @@ local passivityList = {
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local buffTarget={}
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local buffTarget={}
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buffTarget=buff.target
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buffTarget=buff.target
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if add>0 then
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if add>0 then
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-- local buff = Buff.Create(caster, BuffName.DOT, i1, 1, dot, floor(damage))
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-- buff.skill=skill
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-- buff.isRealDamage = true
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local newBuff={}
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newBuff=buff
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newBuff.skill=nil
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newBuff.caster=role
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for i = 1, add do
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for i = 1, add do
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local newBuff = Buff.Create(buff.caster, BuffName.DOT, buff.duration, 1,1,buff.damagePro)
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buffTarget:AddBuff(newBuff)
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newBuff.skill=nil
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newBuff.isRealDamage=true
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buff.target:AddBuff(newBuff)
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end
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end
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end
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end
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--end)
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--end)
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@ -16,7 +16,6 @@ function DOT:SetData(...)
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-- self.cover = false
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-- self.cover = false
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-- self.layer = nil
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-- self.layer = nil
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--end
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--end
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-- 刷新排序等级
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-- 刷新排序等级
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self.sort = 2
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self.sort = 2
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-- if self.damageType == 3 then -- 流血buff在行动之后刷新
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-- if self.damageType == 3 then -- 流血buff在行动之后刷新
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@ -216,7 +216,7 @@ function BuffCtrl:AddBuffIcon(buff, icon)
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end
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end
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--持续伤害类型,伤害系数
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--持续伤害类型,伤害系数
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elseif buffType==BuffName.DOT then
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elseif buffType==BuffName.DOT then
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if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damageFactor then
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if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damagePro then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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return
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end
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end
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@ -291,7 +291,7 @@ function BuffCtrl:RemoveBuffIcon(buff)
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end
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end
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--持续伤害类型,伤害系数
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--持续伤害类型,伤害系数
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elseif buffType == BuffName.DOT then
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elseif buffType == BuffName.DOT then
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if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damageFactor then
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if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damagePro then
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if floor==1 then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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self.BuffIconList[key] = nil
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@ -11,7 +11,7 @@ function BuffView.New(go, buff, icon)
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instance.buffValue = buff.Value
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instance.buffValue = buff.Value
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instance.buffCt = buff.changeType
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instance.buffCt = buff.changeType
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instance.buffDamageType = buff.damageType
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instance.buffDamageType = buff.damageType
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instance.buffDamageFactor = buff.damageFactor
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instance.buffDamageFactor = buff.damagePro
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instance.buffCtrlType = buff.ctrlType
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instance.buffCtrlType = buff.ctrlType
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instance.healValue = buff.healValue
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instance.healValue = buff.healValue
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instance.immuneType = buff.immuneType
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instance.immuneType = buff.immuneType
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