[战斗]=============被动441 455修改
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47074a40d0
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f2b6ff1412
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@ -11516,28 +11516,67 @@ local passivityList = {
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if t6 then
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table.insert(types,t6)
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end
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-- local heros={}
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-- local onSkillCast = function(skill)
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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 then
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-- local list = skill:GetDirectTargets()
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-- for key, value in pairs(list) do
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-- table.insert(heros,list)
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-- end
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-- LogError("#heros=========="..#heros)
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-- end
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-- end
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-- role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
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-- 释放技能后
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local onSkillEnd = function(skill)
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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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-- return
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-- end
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-- local heros
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-- if skill.type == BattleSkillType.Special then
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-- heros = skill:GetDirectTargetsNoMiss()
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-- end
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-- if heros then
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-- for i = 1, #heros do
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-- -- BattleUtil.CalRage(role, list[i], i1, CountTypeName.Sub)
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-- local isAdd=false
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-- for key, value in pairs(types) do
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-- if not isAdd and BattleLogic.BuffMgr:HasBuff(heros[i],value) then
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-- BattleUtil.CalRage(role, heros[i], v1, CountTypeName.Sub)
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-- isAdd=true
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-- end
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-- end
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-- end
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-- heros={}
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-- end
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-- end
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-- role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage,skill)
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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 then
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local list = skill:GetDirectTargetsNoMiss()
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if list then
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for i = 1, #list do
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-- BattleUtil.CalRage(role, list[i], i1, CountTypeName.Sub)
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local isAdd=false
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for key, value in pairs(types) do
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if not isAdd and BattleLogic.BuffMgr:HasBuff(list[i],value) then
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BattleUtil.CalRage(role, list[i], v1, CountTypeName.Sub)
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isAdd=true
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end
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end
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end
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if skill.type~=BattleSkillType.Special then
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return
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end
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local isAdd=false
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for key, value in pairs(types) do
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if not isAdd and BattleLogic.BuffMgr:HasBuff(defRole,value) then
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BattleUtil.CalRage(role, defRole, v1, CountTypeName.Sub)
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isAdd=true
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
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end,
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--敌方处于[a]类型[b]状态的单位死亡,有[c]*己方[d]阵营存活数的概率,将效果转移,持续[e]回合给目标周围有[f][g][h][i]类型效果的神将
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--a[int],b[int],c[int],d[int],e[float],f[int]
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@ -11944,7 +11983,7 @@ local passivityList = {
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if triggerTime==0 then
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return
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end
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local dd = BattleUtil.CountValue(damage,p2, CountTypeName.SubPencent) - damage
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local dd = BattleUtil.CountValue(damage,(1-p2), CountTypeName.SubPencent) - damage
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--LogError("dd========="..dd)
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damagingFunc(-floor(dd))
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-- triggerTime=0
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