[战斗]=============被动441 455修改

dev_chengFeng
wangzhenxing 2023-03-02 17:54:57 +08:00
parent 47074a40d0
commit f2b6ff1412
1 changed files with 55 additions and 16 deletions

View File

@ -11516,28 +11516,67 @@ local passivityList = {
if t6 then
table.insert(types,t6)
end
-- local heros={}
-- local onSkillCast = function(skill)
-- if skill and not skill.isTriggerJudge and judge==1 then
-- return
-- end
-- if skill.type == BattleSkillType.Special then
-- local list = skill:GetDirectTargets()
-- for key, value in pairs(list) do
-- table.insert(heros,list)
-- end
-- LogError("#heros=========="..#heros)
-- end
-- end
-- role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
-- 释放技能后
local onSkillEnd = function(skill)
-- local onSkillEnd = function(skill)
-- if skill and not skill.isTriggerJudge and judge==1 then
-- return
-- end
-- local heros
-- if skill.type == BattleSkillType.Special then
-- heros = skill:GetDirectTargetsNoMiss()
-- end
-- if heros then
-- for i = 1, #heros do
-- -- BattleUtil.CalRage(role, list[i], i1, CountTypeName.Sub)
-- local isAdd=false
-- for key, value in pairs(types) do
-- if not isAdd and BattleLogic.BuffMgr:HasBuff(heros[i],value) then
-- BattleUtil.CalRage(role, heros[i], v1, CountTypeName.Sub)
-- isAdd=true
-- end
-- end
-- end
-- heros={}
-- end
-- end
-- role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
local OnPassiveDamaging = function(damagingFunc, defRole, damage,skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type == BattleSkillType.Special then
local list = skill:GetDirectTargetsNoMiss()
if list then
for i = 1, #list do
-- BattleUtil.CalRage(role, list[i], i1, CountTypeName.Sub)
local isAdd=false
for key, value in pairs(types) do
if not isAdd and BattleLogic.BuffMgr:HasBuff(list[i],value) then
BattleUtil.CalRage(role, list[i], v1, CountTypeName.Sub)
isAdd=true
end
end
end
if skill.type~=BattleSkillType.Special then
return
end
local isAdd=false
for key, value in pairs(types) do
if not isAdd and BattleLogic.BuffMgr:HasBuff(defRole,value) then
BattleUtil.CalRage(role, defRole, v1, CountTypeName.Sub)
isAdd=true
end
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
end,
--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
--a[int],b[int],c[int],d[int],e[float],f[int]
@ -11944,7 +11983,7 @@ local passivityList = {
if triggerTime==0 then
return
end
local dd = BattleUtil.CountValue(damage,p2, CountTypeName.SubPencent) - damage
local dd = BattleUtil.CountValue(damage,(1-p2), CountTypeName.SubPencent) - damage
--LogError("dd========="..dd)
damagingFunc(-floor(dd))
-- triggerTime=0