[战斗]===========被动添加 354 355
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842c9b7592
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f0fcd144f2
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@ -8423,6 +8423,60 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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end,
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end,
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--回合开始前给自身增加[a][b]%的御甲,每场战斗触发[c]次
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--a[int 属性id], b[flaot], c[int]
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[354]=function(role,args,id,judge)
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local pro = args[1]
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local v1 = args[2]
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local num = args[3]
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local time=0
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local onRoundStart= function(round)
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if time>=num then
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return
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end
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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if role.bloodShield then
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role.bloodShield:AddValue(val)
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else--没有就上御甲buff
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role:AddBuff(Buff.Create(role, BuffName.Blood,0, val))
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end
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time=time+1
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
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end,
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--[a]数回合,自身释放技能,己方全体神将 [b]属性[c]改变[d]%,持续[e]回合(e:0为永久)
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--a[int 1:奇数 0:偶数 ] b[int 属性id], c[int 改变类型], d[float],e[int]
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[355]=function(role,args,id,judge)
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local type = args[1]
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local pro = args[2]
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local ct = args[3]
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local v1 = args[4]
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local round = args[5]
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local onSkillCast = function(skill)
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if not skill then
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return
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end
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local r=BattleLogic.GetCurRound()
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if r%2~=type then
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return
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end
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill.type==BattleSkillType.Special
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or skill.type==BattleSkillType.Extra
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or skill.type==BattleSkillType.DeadSkill then
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local list = RoleManager.Query(function(v) return role.camp == v.camp end)
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for _, r in pairs(list) do
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r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[pro],v1, ct))
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastBefore,onSkillCast,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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