【战斗】======323 258 112 被动修改
parent
45bc2139a6
commit
fc82b7bbc7
|
@ -2030,24 +2030,27 @@ local passivityList = {
|
||||||
target.isFlagCrit = false
|
target.isFlagCrit = false
|
||||||
role.Event:RemoveEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter)
|
role.Event:RemoveEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter)
|
||||||
end
|
end
|
||||||
local function onRoleDamageBefore(target, factorFunc, damageType, skill)
|
role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role)
|
||||||
|
local function onRoleDamageBefore(critFunc,atkRole,defRole,skill)
|
||||||
|
if atkRole~=role then
|
||||||
|
return
|
||||||
|
end
|
||||||
if not skill then
|
if not skill then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if skill and not skill.isTriggerJudge and judge==1 then
|
if skill and not skill.isTriggerJudge and judge==1 then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
|
|
||||||
if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local curRound=BattleLogic.GetCurRound()
|
local curRound=BattleLogic.GetCurRound()
|
||||||
|
LogError("currround=="..curRound.." il=="..i1.." type=="..type)
|
||||||
if (curRound== i1 and type==0) or (curRound<=i1 and type==1) then
|
if (curRound== i1 and type==0) or (curRound<=i1 and type==1) then
|
||||||
target.isFlagCrit = true
|
LogError("1111111111")
|
||||||
role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role)
|
defRole.isFlagCrit = true
|
||||||
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
role.Event:AddEvent(BattleEventName.RoleDamageBefore, onRoleDamageBefore,nil,nil,role)
|
BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit, onRoleDamageBefore,nil,nil,role)
|
||||||
end,
|
end,
|
||||||
|
|
||||||
|
|
||||||
|
@ -5666,9 +5669,9 @@ local passivityList = {
|
||||||
if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then
|
if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if (f1==12 or f1==13) and p1 and p2 then
|
if (f1==12 or f1==13) and p1 and p2 and p1~=0 and p2~=0 then
|
||||||
local levelDamage = floor(role:GetRoleData(RoleDataName.MaxHp)*p1)
|
local levelDamage = floor(defRole:GetRoleData(RoleDataName.MaxHp)*p1)
|
||||||
local lostDamage = role:GetRoleData(RoleDataName.MaxHp) - role:GetRoleData(RoleDataName.Hp)
|
local lostDamage = defRole:GetRoleData(RoleDataName.MaxHp) - defRole:GetRoleData(RoleDataName.Hp)
|
||||||
local level = floor(lostDamage/levelDamage)
|
local level = floor(lostDamage/levelDamage)
|
||||||
dt=dt+(level*p2)
|
dt=dt+(level*p2)
|
||||||
end
|
end
|
||||||
|
@ -5680,6 +5683,7 @@ local passivityList = {
|
||||||
func(val)
|
func(val)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
dt=args[2]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
|
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
|
||||||
|
@ -7586,6 +7590,7 @@ local passivityList = {
|
||||||
if not type then
|
if not type then
|
||||||
type=0
|
type=0
|
||||||
end
|
end
|
||||||
|
local ctrs={}
|
||||||
local onRoleBeDamage=function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill)
|
local onRoleBeDamage=function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill)
|
||||||
if atkRole and atkRole~=role then
|
if atkRole and atkRole~=role then
|
||||||
return
|
return
|
||||||
|
@ -7605,11 +7610,16 @@ local passivityList = {
|
||||||
isTrigger=true
|
isTrigger=true
|
||||||
end
|
end
|
||||||
|
|
||||||
if isTrigger then
|
if isTrigger and not ctrs[defRole.position] then
|
||||||
BattleUtil.RandomControl(p1,ct,role,defRole,round)
|
BattleUtil.RandomControl(p1,ct,role,defRole,round)
|
||||||
|
ctrs[defRole.position]=1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,onRoleBeDamage,nil,nil,role)
|
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,onRoleBeDamage,nil,nil,role)
|
||||||
|
local onSkillCastEnd=function()
|
||||||
|
ctrs={}
|
||||||
|
end
|
||||||
|
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
|
||||||
end,
|
end,
|
||||||
--释放技能怒气不足时,损失自身([a]-我方活着的[b]系神将数)%生命*不足怒气数 后释放技能
|
--释放技能怒气不足时,损失自身([a]-我方活着的[b]系神将数)%生命*不足怒气数 后释放技能
|
||||||
--a[int],b[int]
|
--a[int],b[int]
|
||||||
|
@ -9651,7 +9661,7 @@ local passivityList = {
|
||||||
role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role)
|
role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role)
|
||||||
end,
|
end,
|
||||||
|
|
||||||
--释放技能时[a]%概率 改变[b]无视目标的[c]buff免疫
|
--释放技能时[a]%概率 改变[b]自身无视目标的[c]类型buff的免疫概率
|
||||||
--a[float],b[int],c[int]
|
--a[float],b[int],c[int]
|
||||||
[390]=function(role,args,id,judge)
|
[390]=function(role,args,id,judge)
|
||||||
local pro=args[1]
|
local pro=args[1]
|
||||||
|
|
Loading…
Reference in New Issue