【战斗】=========被动104 267 319 修改; 战斗显示修改 击杀同时给敌人上buff 不显示buff图标提示(除不灭。死亡技能)
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@ -1841,11 +1841,12 @@ local passivityList = {
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-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)
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-- a[int] b[int]
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-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)无敌盾目标额外添加 [c]点怒气(c不填/填0 不会触发)
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-- a[int] b[int] c[int]
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[104] = function(role, args,id,judge)
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local i1 = args[1]
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local num = args[2]
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local rageNum = args[3]
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-- 释放技能后
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local onSkillEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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@ -1867,6 +1868,9 @@ local passivityList = {
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for i = 1, i1 do
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if heros[i] then
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heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0))
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if rageNum and rageNum~=0 then
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BattleUtil.CalRage(role,heros[i],rageNum,CountTypeName.Add)
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end
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end
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end
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end
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@ -1877,7 +1881,7 @@ local passivityList = {
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-- 释放技能后增加友方全体[a]点怒气,是否
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-- 释放技能后增加友方全体[a]点怒气
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-- a[int]
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[105] = function(role, args,id,judge)
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local i1 = args[1]
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@ -2425,7 +2429,7 @@ local passivityList = {
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-- TODO
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-- TODO 后端用被动 会在战前显示
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-- 全体蜀国武将增加[a]%[b]
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-- a[float]b[属性]
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-- [129] = {},
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@ -5139,7 +5143,6 @@ local passivityList = {
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-- 紫+橙
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local num = OutDataManager.GetOutData(role.camp, id)
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--LogError("笔使用次数:"..num)
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num = min(maxNum, num)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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end,
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@ -5839,7 +5842,7 @@ local passivityList = {
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end
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local num=0
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for key, value in pairs(list) do
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot and buff.caster==role and buff.startRound == BattleLogic.GetCurRound() end)
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot end)
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if isHave then
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BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
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end
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@ -6159,6 +6162,7 @@ local passivityList = {
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local shieldType = args[3]
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local ele =args[4]
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local OnBuffEnd=function(buff)
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if buff.caster~=role then
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return
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end
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@ -6168,6 +6172,7 @@ local passivityList = {
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if shieldType and buff and buff.type==BuffName.Shield and buff.shieldType~=shieldType then
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return
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end
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if buff and not buff.target:IsDead() and buff.type==BuffName.Shield then
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local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role,buff.target, val)
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@ -7237,22 +7242,27 @@ local passivityList = {
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local v2 = args[2]
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local OnDead = function(atkRole,skill)
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local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role end)
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local len=#arr
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local rage1=role.Rage*v1
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if rage1<len*v2 then
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rage1=len*v2
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end
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local num1=floor(rage1/len)
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local num2=rage1%len
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for i = 1, len do
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if i<=num2 then
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BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
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else
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BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
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end
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end
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end
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--延时一帧,等所有英雄死亡结束后再执行逻辑
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local roleRage=role.Rage
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
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local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
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local len=#arr
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local rage1=roleRage*v1
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if rage1<len*v2 then
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rage1=len*v2
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end
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local num1=floor(rage1/len)
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local num2=rage1%len
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for i = 1, len do
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if i<=num2 then
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BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
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else
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BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
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end
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
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end,
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--普攻额外回复怒气增加[a]点
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@ -366,12 +366,17 @@ function BuffCtrl:OnBuffStart(buff)
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else
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self:AddBuffEffect(eConfig.Hit)
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self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
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if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
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self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
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else
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self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
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--一个伤害打死目标,同时被上buff 不显示buff提示(除非目标有不灭,死亡技能) change by:wangzhenxing,shihongyi 2021/7/7
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if not self.owner.role:IsDead() or not self.owner.role:IsCanDead() or self.owner.role.isHaveNoDead then
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if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
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self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
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else
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self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
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end
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self:AddBuffIcon(buff, eConfig.Icon)
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--else
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-- LogError("//////////")
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end
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self:AddBuffIcon(buff, eConfig.Icon)
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end
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end
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