local floor = math.floor local max = math.max local min = math.min --local RoleDataName = RoleDataName --local BattleLogic = BattleLogic --local BattleUtil = BattleUtil --local BattleEventName = BattleEventName --local BuffName = BuffName --属性编号 -- local BattlePropList = { -- RoleDataName.Attack, -- RoleDataName.PhysicalDefence, -- RoleDataName.MagicDefence, -- RoleDataName.Speed, -- RoleDataName.DamageBocusFactor, -- RoleDataName.DamageReduceFactor, -- RoleDataName.Hit, -- RoleDataName.Dodge, -- RoleDataName.Crit, -- RoleDataName.CritDamageFactor, -- RoleDataName.TreatFacter, -- RoleDataName.MaxHp, -- RoleDataName.Hp, -- RoleDataName.CureFacter, -- RoleDataName.Tenacity, -- RoleDataName.InitRage, -- } PassiveManager = {} PassiveManager.passiveCountList = { [0] = {}, [1] = {} } function PassiveManager.Init() PassiveManager.passiveCountList = { [0] = {}, [1] = {} } end --被动技能表 local passivityList = { --发动技能时,[a]的概率将[b]*[c]算作[d]计算 --a[float],b[属性],c[float],d[属性] [1] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local pro2 = args[4] local OnSkillCast = function(skill) BattleUtil.RandomAction(f1, function () local duration = 0 for i=1, skill.effectList.size do duration = max(duration, skill.effectList.buffer[i].duration) end role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, duration + BattleLogic.GameDeltaTime * 2) end) end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) end, --发动技能后,[a]的概率对敌方随机1名施加攻击*[c]的[d]伤害。 --a[float],c[float],d[伤害类型] [2] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 20001) if arr[1] then BattleUtil.CalDamage(nil, role, arr[1], dt, f2) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[c]使仇恨目标受到治疗效果降低[a],持续[b] --a[float],b[int],c[float] [3] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f3, function () local arr = BattleUtil.ChooseTarget(role, 40000) if arr[1] then arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, RoleDataName.CureFacter, f1, 3)) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[d]改变自身[a]属性[b],持续[c]秒 --a[属性],b[float],c[int],d[改变类型] [4] = function(role, args) local pro = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] local OnSkillCastEnd = function(skill) role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct)) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[a]的概率回复攻击最高的1人的[b]*[c]血量,持续[d]秒。 --a[float],b[属性],c[float],d[int] [5] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local f3 = args[4] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 10321) if arr[1] then local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))) arr[1]:AddBuff(Buff.Create(role, BuffName.HOT, f3, 1, val)) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[a]的概率提升随机角色的[b]*[c]的[d],持续[e]秒。 --a[float],b[属性],c[float],d[属性],e[int] [6] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local pro2 = args[4] local f3 = args[5] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 10001) if arr[1] then local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro1]))) arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro2], val, 1)) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --使用回复技能时,[a]的概率提高恢复效果[b]。 --a[float],b[float] [7] = function(role, args) local f1 = args[1] local f2 = args[2] local OnPassiveTreating = function(treatingFunc) BattleUtil.RandomAction(f1, function () treatingFunc(f2, CountTypeName.AddPencent) end) end role.Event:AddEvent(BattleEventName.PassiveTreating, OnPassiveTreating) end, --受击后,[a]的概率,回复自身的[b]*[c]的血量 --a[float],b[属性],c[float] [8] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local OnBeHit = function(treatingFunc) BattleUtil.RandomAction(f1, function () local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))) BattleUtil.CalTreat(role, role, val) end) end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --受击后,[a]对攻击者造成的攻击*[c]的持续伤害,持续[d]秒。 --a[float],c[float],d[int] [9] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] local triggerUid = {} local OnBeHit = function(atkRole) if atkRole.isTeam then return end if triggerUid[atkRole.uid] then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () atkRole:AddBuff(Buff.Create(role, BuffName.DOT, f3, 1, 0, 1, f2)) triggerUid[atkRole.uid] = atkRole.uid BattleLogic.WaitForTrigger(f3+1, function () triggerUid[atkRole.uid] = nil end) end) end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --受击时[e],[a]的概率将[b]*[c]算作[d]计算 --a[float],b[属性],c[float],d[属性],e[伤害类型] [10] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local pro2 = args[4] local dt = args[5] local OnRoleBeDamagedBefore = function(atkRole, func, damageType) if damageType == dt then BattleUtil.RandomAction(f1, function () role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, BattleLogic.GameDeltaTime) end) end end role.Event:AddEvent(BattleEventName.RoleBeDamagedBefore, OnRoleBeDamagedBefore) end, --受击时,有[a]的概率抵消[b]*[c]的攻击。 --a[float],b[属性],c[float] [11] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local OnPassiveDamaging = function(damagingFunc, atkRole, damage) BattleUtil.RandomAction(f1, function () damagingFunc(floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))) end) end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, OnPassiveDamaging) end, --受击后,有[a]的概率对敌方全体造成攻击*[c]的[d]伤害 --a[float],c[float],d[伤害类型] [12] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local lastTrigger = 0 local OnBeHit = function(atkRole) if atkRole.isTeam then return end lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 20000) for i=1, #arr do BattleUtil.CalDamage(nil, role, arr[i], dt, f2) end end) lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --受击后,有[a]的概率对随机1人造成[b]*[c]的真实伤害。 --a[float],b[属性],c[float] [13] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local lastTrigger = 0 local OnBeHit = function(atkRole) if atkRole.isTeam then return end lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 20001) if arr[1] then local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))) BattleUtil.ApplyDamage(nil, role, arr[1], val) end end) lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --受击后[f],[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。 --a[float],b[属性],c[float],d[属性],e[int],f[伤害类型] [14] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local pro2 = args[4] local f3 = args[5] local dt = args[6] local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType) if damageType == dt then BattleUtil.RandomAction(f1, function () role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3) end) end end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --免疫[a]属性伤害。 --a[属性类型] [15] = function(role, args) local pt = args[1] local elementDamageReduceFactor if pt == 1 then elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor elseif pt == 2 then elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor elseif pt == 3 then elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor elseif pt == 4 then elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor elseif pt == 5 then elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor elseif pt == 6 then elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor end role.data:AddValue(elementDamageReduceFactor, 10000) end, --发动技能后,[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。 --a[float],b[属性],c[float],d[属性],e[int] [16] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local pro2 = args[4] local f3 = args[5] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3) end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[d]改变仇恨目标[a]属性[b],持续[c]秒 --a[属性],b[int],c[int],d[改变类型] [17] = function(role, args) local pro1 = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 40000) if arr[1] then arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct)) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[d]改变己方全体[a]属性[b],持续[c]秒 --a[属性],b[int],c[int],d[改变类型] [18] = function(role, args) local pro1 = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 10000) for i=1, #arr do arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct)) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --受到治疗效果提高[a]。 --a[float] [19] = function(role, args) local f1 = args[1] role.data:AddValue(RoleDataName.CureFacter, f1) end, --[b]造成的持续伤害时间延长[a]。 --a[int],b[改变类型] [20] = function(role, args) local f1 = args[1] local ct = args[2] local OnBuffCaster = function(buff) if buff.type == BuffName.DOT then if ct == 1 then --加算 buff.duration = buff.duration + f1 elseif ct == 2 then --乘加算(百分比属性加算) buff.duration = buff.duration * (1 + f1) elseif ct == 3 then --减算 buff.duration = buff.duration - f1 elseif ct == 4 then --乘减算(百分比属性减算) buff.duration = buff.duration * (1 - f1) end end end role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, --自身增益效果超过[a]时,技能伤害提升[b]。 --a[int],b[float] [21] = function(role, args) local i1 = args[1] local f1 = args[2] local count = 0 local targetBuff local active = count > i1 local OnBuffStart = function(buff) if buff.isBuff then count = count + 1 if count > i1 and not active then active = true targetBuff = Buff.Create(role, BuffName.PropertyChange, 0, RoleDataName.DamageBocusFactor, f1, 1) targetBuff.isBuff = false --自身不算增益 role:AddBuff(targetBuff) end end end local OnBuffEnd = function(buff) if buff.isBuff then count = count - 1 if count <= i1 and active then active = false if targetBuff then targetBuff.disperse = true end end end end role.Event:AddEvent(BattleEventName.BuffStart, OnBuffStart) role.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd) end, --血量低于[a]时,[b]概率触发控制免疫,持续[c]秒。每场战斗只能触发1次。 --a[float],b[float],c[int] [22] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] local triggerCount = 0 local OnBeHit = function(atkRole) if BattleUtil.GetHPPencent(role) < f1 then if triggerCount < 1 then BattleUtil.RandomAction(f2, function () role:AddBuff(Buff.Create(role, BuffName.Immune, f3, 1)) triggerCount = triggerCount + 1 end) end end end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --死亡时,立即回复己方全体[a]*[b]的血量。 --a[属性],b[float] [23] = function(role, args) local pro = args[1] local f1 = args[2] local OnDead = function(atkRole) local arr = BattleUtil.ChooseTarget(role, 10000) for i=1, #arr do local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro]))) BattleUtil.CalTreat(role, arr[i], val) end end role.Event:AddEvent(BattleEventName.RoleDead, OnDead) end, --控制效果命中后,[a]的概率施加[c]的[d]伤害 --a[float],c[float],d[伤害类型] [24] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local OnBuffCaster = function(buff) if buff.type == BuffName.Control then BattleUtil.RandomAction(f1, function () BattleUtil.CalDamage(nil, role, buff.target, dt, f2) end) end end role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, --控制效果命中后,[a]对全体造成[c]的[d]伤害。 --a[float],c[float],d[伤害类型] [25] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local OnBuffCaster = function(buff) if buff.type == BuffName.Control then BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(buff.target, 10000) for i=1, #arr do BattleUtil.CalDamage(nil, role, arr[i], dt, f2) end end) end end role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, --造成的伤害暴击后,[a]施加攻击*[c]的[d]持续伤害,持续[e]秒。 --a[float],c[float],d[伤害类型],e[int] [26] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local f3 = args[4] local triggerUid = {} local OnRoleCrit = function(defRole) if triggerUid[defRole.uid] then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () defRole:AddBuff(Buff.Create(role, BuffName.DOT, f3, 1, 0, dt, f2)) triggerUid[defRole.uid] = defRole.uid BattleLogic.WaitForTrigger(f3+1, function () triggerUid[defRole.uid] = nil end) end) end role.Event:AddEvent(BattleEventName.RoleCrit, OnRoleCrit) end, --造成的伤害暴击后,[a]的概率回复自身[b]*[c]的血量 --a[float],b[属性],c[float] [27] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local OnRoleCrit = function(defRole) BattleUtil.RandomAction(f1, function () local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))) BattleUtil.CalTreat(role, role, val) end) end role.Event:AddEvent(BattleEventName.RoleCrit, OnRoleCrit) end, --对血量高于[a]的敌人伤害提高[b]。 --a[float],b[float] [28] = function(role, args) local f1 = args[1] local f2 = args[2] local OnPassiveDamaging = function(damagingFunc, defRole, damage) if BattleUtil.GetHPPencent(defRole) > f1 then damagingFunc(-floor(f2 * damage)) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, --对血量低于[a]的敌人伤害提高[b]。 --a[float],b[float] [29] = function(role, args) local f1 = args[1] local f2 = args[2] local OnPassiveDamaging = function(damagingFunc, defRole, damage) if BattleUtil.GetHPPencent(defRole) < f1 then damagingFunc(-floor(f2 * damage)) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, --发动技能后,[d]改变敌方全体[a]属性[b],持续[c]秒 --a[属性],b[float],c[int],d[改变类型] [30] = function(role, args) local pro = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 20000) for i=1, #arr do arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct)) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,有[a]的概率眩晕敌方其中1人,持续[b]秒。 --a[float],b[int] [31] = function(role, args) local f1 = args[1] local f2 = args[2] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 20001) if arr[1] then BattleUtil.RandomControl(f1, 1, role, arr[1], f2) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --持续伤害效果命中后,[d]改变自身[a]属性[b],持续[c]秒 --a[属性],b[float],c[int],d[改变类型] [32] = function(role, args) local pro = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] local OnBuffCaster = function(buff) if buff.type == BuffName.DOT then role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct)) end end role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, --[d]改变自身[a]属性[b],持续[c]秒 --a[属性],b[float],c[int],d[改变类型] [33] = function(role, args) local pro = args[1] local f1 = args[2] local f2 = args[3] local ct = args[4] role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct)) end, --造成伤害时,额外增加[a]点伤害。 --a[int] [34] = function(role, args) local f1 = args[1] local OnPassiveDamaging = function(damagingFunc) damagingFunc(-f1) end role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, --进入战斗[a]秒后,造成的伤害提升[b],持续[c]秒 --a[int],b[float],c[int] [35] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] BattleLogic.WaitForTrigger(f1, function () role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, RoleDataName.DamageBocusFactor, f2, 1)) end) end, --进入战斗[a]秒后,[d]改变[b]属性[c],持续[e]秒 --a[int],b[属性],c[int],d[改变类型],e[int] [36] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local ct = args[4] local f3 = args[5] BattleLogic.WaitForTrigger(f1, function () role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro], f2, ct)) end) end, --进入战斗[a]秒后,免疫控制效果,持续[b]秒 --a[int],b[int] [37] = function(role, args) local f1 = args[1] local f2 = args[2] BattleLogic.WaitForTrigger(f1, function () role:AddBuff(Buff.Create(role, BuffName.Immune, f2, 1)) end) end, --每[a]秒,[d]改变[b]的[c],[g改变[e]的[f],最高叠加[h]层 (举例:每5秒,扣除10%的生命,提高5%的速度, 最高叠加5层) --a[int],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int] [38] = function(role, args) local f1 = args[1] local f2 = args[2] local pro1 = args[3] local ct1 = args[4] local f3 = args[5] local pro2 = args[6] local ct2 = args[7] local i1 = args[8] local auraBuff = Buff.Create(role, BuffName.Aura, 0, function (r) local changeBuff1 = Buff.Create(r, BuffName.PropertyChange, 0, BattlePropList[pro1], f2, ct1) changeBuff1.cover = true changeBuff1.maxLayer = i1 local changeBuff2 = Buff.Create(r, BuffName.PropertyChange, 0, BattlePropList[pro2], f3, ct2) changeBuff2.cover = true changeBuff2.maxLayer = i1 r:AddBuff(changeBuff1) r:AddBuff(changeBuff2) end) auraBuff.interval = f1 role:AddBuff(auraBuff) end, --进入战斗后,每[a]秒回复[b]生命 --a[int],b[int] [39] = function(role, args) local f1 = args[1] local f2 = args[2] local auraBuff = Buff.Create(role, BuffName.Aura, 0, function (r) BattleUtil.CalTreat(r, r, f2) end) auraBuff.interval = f1 role:AddBuff(auraBuff) end, --被指定[a]造成伤害时,回复[b]生命 --a[职业],b[int] [40] = function(role, args) local i1 = args[1] local f1 = args[2] local OnBeHit = function(atkRole) if atkRole.isTeam then return end if atkRole.roleData.professionId == i1 then BattleUtil.CalTreat(role, role, f1) end end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --造成伤害时,将伤害的[a]%转化为自身生命 --a[float] [41] = function(role, args) local f1 = args[1] local OnDamage = function(defRole, damage, bCrit, finalDmg) BattleUtil.CalTreat(role, role, floor(f1 * finalDmg)) end role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage) end, --造成暴击伤害时,有[a]的概率造成[b]的暴击伤害。 --a[float],b[float] [42] = function(role, args) local f1 = args[1] local f2 = args[2] local OnPassiveCriting = function(crit) BattleUtil.RandomAction(f1, function () crit(f2) end) end role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting) end, --发动技能后,[d]改变仇恨目标[a]属性[b],持续整场战斗,属性最多可改变[c] --a[属性],b[float],c[float],d[改变类型] [43] = function(role, args) local pro = args[1] local f1 = args[2] local i1 = args[3] local ct = args[4] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 40000) if arr[1] then local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct) buff.cover = true buff.maxLayer = i1 arr[1]:AddBuff(buff) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --发动技能后,[a]的概率[e]改变自身[b]属性[c],持续[d]秒。 --a[float],b[属性],c[float],d[int],e[改变类型] [44] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local f3 = args[4] local ct = args[5] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro], f2, ct)) end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --免疫[a]次[b]控制状态。 --a[int],b[控制类型] [45] = function(role, args) local i1 = args[1] local ct = args[2] local triggerCount = 0 role.buffFilter:Add(function(buff) local isTarget = buff.type == BuffName.Control and (ct == 0 or buff.ctrlType == ct) if isTarget then triggerCount = triggerCount + 1 return i1 == 0 or (i1 > 0 and triggerCount <= i1) else return isTarget end end) end, --免疫[a]持续伤害状态。 --a[持续伤害类型] [46] = function(role, args) local dt = args[1] role.buffFilter:Add(function(buff) return buff.type == BuffName.DOT and (dt == 0 or buff.damageType == dt) end) end, --战斗中,[c]改变[a]属性[b]。 --a[属性],b[float],c[改变类型] [47] = function(role, args) local pro = args[1] local f1 = args[2] local ct = args[3] if ct == 1 then --加算 role.data:AddValue(BattlePropList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(BattlePropList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(BattlePropList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(BattlePropList[pro], f1) end end, --战斗中,[c]改变[a]属性[b],[f]改变[d]属性[e]。 --a[属性],b[float],c[改变类型],d[属性],e[float],f[改变类型] [48] = function(role, args) local pro = args[1] local f1 = args[2] local ct = args[3] local pro2 = args[4] local f2 = args[5] local ct2 = args[6] if ct == 1 then --加算 role.data:AddValue(BattlePropList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(BattlePropList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(BattlePropList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(BattlePropList[pro], f1) end if ct2 == 1 then --加算 role.data:AddValue(BattlePropList[pro2], f2) elseif ct2 == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(BattlePropList[pro2], f2) elseif ct2 == 3 then --减算 role.data:SubValue(BattlePropList[pro2], f2) elseif ct2 == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(BattlePropList[pro2], f2) end end, --发动技能后,[a]概率[e]改变敌方全体[b]属性[c],持续[d]秒 --a[float],b[属性],c[float],d[int],e[改变类型] [49] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local f3 = args[4] local ct = args[5] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 20000) for i=1, #arr do arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro], f2, ct)) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --战斗中,每[a]秒增加[b]%的异妖能量 --a[int],b[float] [50] = function(role, args) local f1 = args[1] local f2 = args[2] local auraBuff = Buff.Create(role, BuffName.Aura, 0, function (r) --BattleLogic.AddMP(role.camp, f2 * 100) end) auraBuff.interval = f1 BattleLogic.BuffMgr:AddBuff(role, auraBuff) end, --战斗中,初始拥有[a]%的异妖能量 --a[float] [51] = function(role, args) local f1 = args[1] --BattleLogic.AddMP(role.camp, f1 * 100) end, --战斗中,队伍每损失[a]%的生命值,增加[b]%的异妖能量 --a[float],b[float] [52] = function(role, args) local f1 = args[1] local f2 = args[2] local maxHp = 0 local curHp = 0 if f1 == 0 then return end local curHpGears = 0 local arr = BattleUtil.ChooseTarget(role, 10000) for i=1, #arr do curHp = curHp + arr[i]:GetRoleData(RoleDataName.Hp) maxHp = maxHp + arr[i]:GetRoleData(RoleDataName.MaxHp) end local auraBuff = Buff.Create(role, BuffName.Aura, 0, function (r) local hp = 0 for i=1, #arr do hp = hp + arr[i]:GetRoleData(RoleDataName.Hp) end if hp < curHp then local gears = floor((maxHp - hp) / (f1 * maxHp)) if gears > curHpGears then --BattleLogic.AddMP(role.camp, f2 * (gears - curHpGears) * 100) curHpGears = gears end curHp = hp end end) auraBuff.interval = 0 BattleLogic.BuffMgr:AddBuff(role, auraBuff) end, --战斗中,治疗技能有概率额外造成[a]%的治疗,概率等于自身暴击率。 --a[float] [53] = function(role, args) local f1 = args[1] local OnPassiveTreating = function(treatingFunc) BattleUtil.RandomAction(role:GetRoleData(RoleDataName.Crit), function () treatingFunc(f1, CountTypeName.AddPencent) end) end role.Event:AddEvent(BattleEventName.PassiveTreating, OnPassiveTreating) end, --受击后,有[a]的概率对攻击者造成眩晕,持续[b]秒。 --a[float],b[int] [54] = function(role, args) local f1 = args[1] local f2 = args[2] local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType) if atkRole.isTeam then return end BattleUtil.RandomControl(f1, 1, role, atkRole, f2) end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --造成伤害时,有[a]的概率立即造成攻击[b]%的伤害。 --a[float],b[float] [55] = function(role, args) local f1 = args[1] local f2 = args[2] local lastTrigger = 0 local OnDamage = function(defRole, damage, bCrit, finalDmg) lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () local val = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), f2)) BattleUtil.ApplyDamage(nil, role, defRole, val) end) lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleHit, OnDamage) end, --造成暴击时,额外造成目标最大生命值[a]%的伤害。(目标最大生命值伤害总上限为施法者2.5倍攻击) --a[float] [56] = function(role, args) local f1 = args[1] local lastTrigger = 0 local OnRoleCrit = function(defRole) lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end local ar1 = BattleUtil.FP_Mul(defRole:GetRoleData(RoleDataName.MaxHp), f1) local ar2 = BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), 2.5) BattleUtil.ApplyDamage(nil, role, defRole, floor(min(ar1, ar2))) lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleCrit, OnRoleCrit) end, --发动技能时,若技能目标与自身发动的上一个技能目标相同,则增加[a]%的伤害,最多叠加[b]层。 --a[float],b[int] [57] = function(role, args) local f1 = args[1] local i2 = args[2] local damageDic = {} local lastDamageDic = {} local OnSkillCastEnd = function(skill) for k in pairs(damageDic) do if lastDamageDic[k] then damageDic[k] = damageDic[k] + 1 end end lastDamageDic = damageDic damageDic = {} end local OnPassiveDamaging = function(damagingFunc, defRole, damage) if lastDamageDic[defRole] then local layer = i2 == 0 and lastDamageDic[defRole] or min(i2, lastDamageDic[defRole]) damagingFunc(-floor(f1 * layer * damage)) damageDic[defRole] = lastDamageDic[defRole] else damageDic[defRole] = 1 end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, --发动技能后,每个敌方角色有[a]概率获得[b],每秒造成[c]%的[d]伤害,持续[e]秒。 --a[float],b[持续伤害类型],c[float],d[伤害类型],e[int] [58] = function(role, args) local f1 = args[1] local d1 = args[2] local f2 = args[3] local dt = args[4] local f3 = args[5] local OnSkillCastEnd = function(skill) local arr = BattleUtil.ChooseTarget(role, 20000) for i=1, #arr do BattleUtil.RandomAction(f1, function ()-- arr[i]:AddBuff(Buff.Create(role, BuffName.DOT, f3, 1, d1, dt, f2)) end) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --每隔[a]秒,抵挡一个负面状态。(控制 dot 减益) --a[int] [59] = function(role, args) local f1 = args[1] local count = 0 role.buffFilter:Add(function(buff) local b = buff.isDeBuff or buff.type == BuffName.DOT or buff.type == BuffName.Control if b then count = count + 1 end return b and count <= 1 end) local auraBuff = Buff.Create(role, BuffName.Aura, 0, function (r) count = 0 end) auraBuff.interval = f1 BattleLogic.BuffMgr:AddBuff(role, auraBuff) end, --我方生命最低的其他角色受到技能攻击后,自身[a]的概率对攻击者造成攻击[b]%的[c]伤害,并造成[d],持续[e]秒。若自身处于沉默或眩晕状态,则不会触发。播放攻击特效,特效时间[f]秒。 --a[float],b[float],c[伤害类型],d[控制状态],e[int],f[float] [60] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local ct = args[4] local f3 = args[5] local f4 = args[6] local triggerUid = {} BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged, function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType) if atkRole.isTeam or role:IsDead() or dotType then return end if triggerUid[atkRole.uid] then --加入限定避免循环触发 return end if not BattleLogic.BuffMgr:HasBuff(role, BuffName.Control, function (buff) return buff.ctrlType == 1 or buff.ctrlType == 2 end) then local arr = BattleUtil.ChooseTarget(role, 10110) local target if arr[1] then if arr[1] == role and arr[2] then target = arr[2] else target = arr[1] end end if defRole == target then BattleUtil.RandomAction(f1, function ()-- role.Event:DispatchEvent(BattleEventName.RoleViewBullet, f4, atkRole) BattleLogic.WaitForTrigger(f4, function () triggerUid[atkRole.uid] = atkRole.uid BattleUtil.CalDamage(nil, role, atkRole, dt, f2) BattleUtil.RandomControl(1, ct, role, atkRole, f3) triggerUid[atkRole.uid] = nil end) end) end end end) end, --自身受到的非暴击伤害,可以转化[a]%的伤害为自身攻击,持续[b]秒。上限自身攻击的[c]%。 --a[float],b[int],c[float] [61] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType) if not bCrit then local ar1 = BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), f3) local ar2 = BattleUtil.FP_Mul(damage, f1) role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, RoleDataName.Attack, floor(min(ar1, ar2)), 1)) end end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --发动技能后,有[a]的概率为自身及相邻加持[b][c]%的护盾,持续[d]秒。 --a[float],b[属性],c[float],d[int] [62] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local f3 = args[4] local OnSkillCastEnd = function(skill) BattleUtil.RandomAction(f1, function () local list = RoleManager.GetNeighbor(role, 1) for i=1, #list do local val = floor(BattleUtil.FP_Mul(role:GetRoleData(BattlePropList[pro]), f2)) list[i]:AddBuff(Buff.Create(role, BuffName.Shield, f3, ShieldTypeName.NormalReduce, val, 0)) end end) end role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, --自身拥有护盾时,我方角色每次释放技能后,有[a]概率回复[b]%的[c]的治疗。 --a[float],b[float],c[属性] [63] = function(role, args) local f1 = args[1] local f2 = args[2] local pro1 = args[3] BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, function (skill) if skill.owner.isTeam then return end if skill.owner.camp == role.camp then if BattleLogic.BuffMgr:HasBuff(role, BuffName.Shield, function (buff) return true end) then BattleUtil.RandomAction(f1, function () local val = floor(BattleUtil.FP_Mul(role:GetRoleData(BattlePropList[pro1]), f2)) BattleUtil.CalTreat(role, skill.owner, val) end) end end end) end, --基于生命损失的百分比,受到的伤害降低[b]%。 --a[float] [64] = function(role, args) local f1 = args[1] local OnPassiveDamaging = function(damagingFunc, atkRole, damage) damagingFunc(floor(BattleUtil.FP_Mul(f1, damage,1-BattleUtil.GetHPPencent(role)))) end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, OnPassiveDamaging) end, --我方角色死亡时,对击杀者造成[a]%的[b]伤害,令其眩晕,持续[c]秒。 --a[float],b[伤害类型],c[int] [65] = function(role, args) local f1 = args[1] local dt = args[2] local f2 = args[3] BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, function (defRole, atkRole) if role:IsDead() or atkRole.isTeam then return end if defRole.camp == role.camp then BattleUtil.CalDamage(nil, role, atkRole, dt, f1) BattleUtil.RandomControl(1, ControlType.Dizzy, role, atkRole, f2) end end) end, --免疫减益状态。 --无 [66] = function(role, args) role.buffFilter:Add(function(buff) return buff.isDeBuff end) end, --敌方累计发动[a]次技能,有[b]概率发动(发动特效),对敌方全体造成眩晕效果,持续[c]秒。然后清空累计次数。播放攻击特效,特效时间[d]秒。 --a[int],b[float],c[float] [67] = function(role, args) local i1 = args[1] local f1 = args[2] local f2 = args[3] local f3 = args[4] local count = 0 BattleLogic.Event:AddEvent(BattleEventName.SkillCast, function (skill) if skill.owner.isTeam or role:IsDead() then return end if skill.owner.camp ~= role.camp then count = count + 1 if count == i1 then BattleUtil.RandomAction(f1, function ()-- role.Event:DispatchEvent(BattleEventName.AOE, 1-role.camp) BattleLogic.WaitForTrigger(f3, function () local arr = BattleUtil.ChooseTarget(role, 20000) for i=1, #arr do BattleUtil.RandomControl(1, ControlType.Dizzy, role, arr[i], f2) end end) end) count = 0 end end end) end, --受到伤害后,[a]概率为自身施加[b]的[c]%的护盾。持续[d]秒。 --a[float],b[属性],c[float],d[int] [68] = function(role, args) local f1 = args[1] local pro1 = args[2] local f2 = args[3] local f3 = args[4] local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType) BattleUtil.RandomAction(f1, function () local val = floor(BattleUtil.FP_Mul(role:GetRoleData(BattlePropList[pro1]), f2)) role:AddBuff(Buff.Create(role, BuffName.Shield, f3, ShieldTypeName.NormalReduce, val, 0)) end) end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --造成暴击时,额外造成目标最大生命值[a]%的伤害。造成伤害时,有[a]的概率立即造成攻击[b]%的伤害,该伤害造成的暴击伤害不会触发额外最大生命值伤害。(效果55+效果56)(目标最大生命值伤害总上限为施法者5倍攻击) --a[float],b[float],c[float] [69] = function(role, args) local f1 = args[1] local f2 = args[2] local f3 = args[3] local lastTrigger = 0 local OnDamage = function(defRole, damage, bCrit, finalDmg) lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end if bCrit then local ar1 = BattleUtil.FP_Mul(defRole:GetRoleData(RoleDataName.MaxHp), f1) local ar2 = BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), 5) BattleUtil.ApplyDamage(nil, role, defRole, floor(min(ar1, ar2))) else BattleUtil.RandomAction(f2, function () local val = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), f3)) BattleUtil.ApplyDamage(nil, role, defRole, val) end) end lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage) end, --击杀每个敌人会永久增加[a]%的[b],持续[c]秒。(0表示永久)(不可驱散) --a[float],b[属性],c[int] [70] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local OnKill = function(defRole) local buff = Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, 2) buff.cover = true buff.clear = false role:AddBuff(buff) end role.Event:AddEvent(BattleEventName.RoleKill, OnKill) end, --受击后,[a]对攻击者造成自身[c]%的[d]伤害。 --a[float],c[float],d[伤害类型] [71] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] local lastTrigger = 0 local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType) if atkRole.isTeam then return end lastTrigger = lastTrigger + 1 if lastTrigger > 1 then --加入限定避免循环触发 return end BattleUtil.RandomAction(f1, function () BattleUtil.CalDamage(nil, role, atkRole, dt, f2) end) lastTrigger = 0 end role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit) end, --造成的伤害暴击时,有[a]概率在计算伤害时额外计算[b]的暴击伤害。 --a[float],b[float] [72] = function(role, args) local f1 = args[1] local f2 = args[2] local OnPassiveCriting = function(crit) BattleUtil.RandomAction(f1, function () crit(role:GetRoleData(RoleDataName.CritDamageFactor)+f2) end) end role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting) end, --释放技能时,自己损失[a]%当前生命值,为此次技能增加等量伤害。 --a[float] [73] = function(role, args) local f1 = args[1] local hp=0 local OnPassiveDamaging = function(damagingFunc, defRole, damage) damagingFunc(-hp) end local OnSkillCast, OnSkillCastEnd OnSkillCast = function(skill) hp = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Hp), f1)) role.data:SubValue(RoleDataName.Hp, hp) role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end OnSkillCastEnd = function(skill) BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除 role.Event:RemoveEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) role.Event:RemoveEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end) end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) end, --死亡时,为所有我方角色增加[a]%的[b]属性,持续[c]秒。 --a[float],b[属性],c[int] [74] = function(role, args) local f1 = args[1] local pro = args[2] local f2 = args[3] local OnDead = function(atkRole) local arr = BattleUtil.ChooseTarget(role, 10000) for i=1, #arr do arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, 2)) end end role.Event:AddEvent(BattleEventName.RoleDead, OnDead) end, --boss每受到([a]*印记层数)点伤害,为自身永久增加一层印记,每层印记为自身增加[b]点攻击,[c]点护甲和[d]点魔抗。【不可驱散】 --a[int],b[int],c[int],d[int] [75] = function(role, args) local i1 = args[1] local i2 = args[2] local i3 = args[3] local i4 = args[4] if i1 <= 0 then return end --防止死循环 local total = 0 local layer = 0 local OnBeDamaged = function(atkRole, damage, bCrit, finalDmg, damageType) total = total + damage local count = 0 while total >= i1 * layer do total = total - i1 * layer layer = layer + 1 count = count + 1 end if count > 0 then local buff1 = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[1], i2 * count, 1) buff1.cover = true buff1.layer = count buff1.clear = false local buff2 = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[2], i3 * count, 1) buff2.cover = true buff2.layer = count buff2.clear = false local buff3 = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[3], i4 * count, 1) buff3.cover = true buff3.layer = count buff3.clear = false role:AddBuff(buff1) role:AddBuff(buff2) role:AddBuff(buff3) end end role.Event:AddEvent(BattleEventName.RoleBeDamaged, OnBeDamaged) end, --战斗中,若自己是[a],[d]改变[b]属性[c]。 --a[职业],b[属性],c[float],d[改变类型] [76] = function(role, args) local i1 = args[1] local pro = args[2] local f1 = args[3] local ct = args[4] if role.roleData.professionId == i1 then if ct == 1 then --加算 role.data:AddValue(BattlePropList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(BattlePropList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(BattlePropList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(BattlePropList[pro], f1) end end end, --战斗开始时,为自身施加[a]*[b]的护盾,持续[c]秒(0为无限)。 --a[属性],b[float],c[int] [77] = function(role, args) local pro1 = args[1] local f1 = args[2] local f2 = args[3] local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro1]))) role:AddBuff(Buff.Create(role, BuffName.Shield, f2, ShieldTypeName.NormalReduce, val, 0)) end, --战斗开始时,为自身回复[a]*[b]的血量。 --a[属性],b[float] [78] = function(role, args) local pro = args[1] local f1 = args[2] local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro]))) BattleUtil.CalTreat(role, role, val) end, --战斗结束时,为自身回复[a]*[b]的血量。 --a[属性],b[float] [79] = function(role, args) local pro = args[1] local f1 = args[2] local OnEnd = function(order) if order == BattleLogic.TotalOrder then local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro]))) BattleUtil.CalTreat(role, role, val) end end BattleLogic.Event:AddEvent(BattleEventName.BattleOrderEnd, OnEnd) end, --战斗中,若自己是[a],[d]改变[b]属性[c]。-- 2020/3/6 高鑫 --a[元素],b[属性],c[float],d[改变类型] [80] = function(role, args) local i1 = args[1] local pro = args[2] local f1 = args[3] local ct = args[4] if role.roleData.element == i1 then if ct == 1 then --加算 role.data:AddValue(BattlePropList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(BattlePropList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(BattlePropList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(BattlePropList[pro], f1) end end end, -- [a]增加[b], [c]改变 -- a[属性]b[float] [90] = function(role, args) local pro = args[1] local f1 = args[2] local ct = args[3] role.data:CountValue(BattlePropList[pro], f1, ct) end, -- 技能伤害增加[a]%,[b]改变 -- a[float]b[改变类型] [91] = function(role, args) local f1 = args[1] local ct = args[2] local passivityDamaging = function(func, caster, damage) if func then local dd = BattleUtil.CountValue(damage, f1, ct) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end local OnSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end end local OnSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveDamaging, passivityDamaging) end end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, -- (直接伤害(目前没有明确定义直接伤害))直接伤害击杀目标自身增加[a]点怒气 -- a[int] [92] = function(role, args) local i1 = args[1] local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) -- local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], i1, 1) -- buff.cover = true -- 可以叠加 -- buff.clear = false -- 不可驱散 -- role:AddBuff(buff) if skill and not skill.isAdd and defRole:IsDead() then role:AddRage(i1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit) end, -- 技能治疗量增加[a] -- a[float] [93] = function(role, args) local f1 = args[1] local passiveTreating = function(func, caster) if func then func(f1, CountTypeName.AddPencent) end end local OnSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveTreating, passiveTreating) end end local OnSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveTreating, passiveTreating) end end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, -- 全体上阵武将增加[a][b] [c]改变 -- a[float]b[属性]c[改变类型] [94] = function(role, args) local f1 = args[1] local pro = args[2] local ct = args[3] local list = RoleManager.Query(function(v) return role.camp == v.camp end) for _, r in pairs(list) do r.data:CountValue(BattlePropList[pro], f1, ct) end end, -- 行动后增加[a]点怒气 -- a[int] [95] = function(role, args) local i1 = args[1] -- 行动结束后 local onTurnEnd = function() role:AddRage(i1, CountTypeName.Add) end role.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd) end, -- 普攻伤害增加[a]%[b]改变 -- a[float]b[改变类型] [96] = function(role, args) local f1 = args[1] local ct = args[2] local passivityDamaging = function(func, caster, damage) if func then local dd = BattleUtil.CountValue(damage, f1, ct) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end local OnSkillCast = function(skill) if skill.type == BattleSkillType.Normal then role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end end local OnSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then role.Event:RemoveEvent(BattleEventName.PassiveDamaging, passivityDamaging) end end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) end, -- 释放技能有[a]%对全体造成[c]%[d]伤害 -- a[float]b[int]c[float]d[伤害类型] [97] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] -- 释放技能后 local onSkillEnd = function(skill) if skill and skill.type == BattleSkillType.Special then BattleUtil.RandomAction(f1, function() BattleLogic.WaitForTrigger(0.1, function() local list = RoleManager.Query(function(v) return v.camp == (role.camp + 1) % 2 end) for _, r in ipairs(list) do BattleUtil.CalDamage(nil, role, r, dt, f2) end end) end) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能[a]概率不消耗怒气 -- a[float] [98] = function(role, args) local f1 = args[1] local onRageCost = function(noCostRate, costRage, func) local dRate = f1 local dCost = 0 if func then func(dRate, dCost) end end role.Event:AddEvent(BattleEventName.RoleRageCost, onRageCost) end, -- 技能直接伤害的[a]%治疗友方生命最少队友。 -- a[float] [99] = function(role, args) local f1 = args[1] local allDamage = 0 local OnHit = function(atkRole, damage, bCrit, finalDmg, damageType, skill) if skill and skill.type == BattleSkillType.Special then allDamage = allDamage + finalDmg end end local function onSkillCast(skill) if skill.type == BattleSkillType.Special then allDamage = 0 role.Event:AddEvent(BattleEventName.RoleHit, OnHit) end end local function onSkillCastEnd(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit) local arr = RoleManager.Query(function (r) return r.camp == role.camp end) BattleUtil.SortByHpFactor(arr, 1) -- 检测技能伤害治疗加成 local f = BattleUtil.CheckSkillDamageHeal(f1, role, arr[1]) -- 治疗血量最低队友实际伤害的f1% BattleUtil.ApplyTreat(role, arr[1], floor(BattleUtil.ErrorCorrection(allDamage*f))) -- 清空伤害记录 allDamage = 0 end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 释放技能不消耗怒气几率[a]改变[b]% -- a[改变类型]b[float] [100] = function(role, args) local ct = args[1] local f1 = args[2] local onRageCost = function(noCostRate, costRage, func) local dRate = BattleUtil.CountValue(noCostRate, f1, ct) - noCostRate dRate = BattleUtil.ErrorCorrection(dRate) local dCost = 0 if func then func(dRate, dCost) end end role.Event:AddEvent(BattleEventName.RoleRageCost, onRageCost) end, -- 释放技能技能[a]概率[b]改变[c]% -- a[控制状态]b[改变类型]c[float] [101] = function(role, args) local ctl = args[1] local ct = args[2] local f1 = args[3] local onSkillControl = function(func, ctrl) if ctrl == ctl then if func then func(f1, ct) end end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveRandomControl, onSkillControl) end end local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveRandomControl, onSkillControl) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 释放技能后追加[a]次普攻 -- a[int] [102] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then for i = 1, i1 do role:AddSkill(BattleSkillType.Normal, false, true, nil) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 直接伤害每次击杀目标增加[a]%的[b]可叠加持续至战斗结束[c]改变 -- a[float]b[属性]c[改变类型] [103] = function(role, args) local f1 = args[1] local pro = args[2] local ct = args[3] -- 释放技能后 local onRoleHit = function(defRole) if defRole:IsDead() then local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct) -- buff.cover = true role:AddBuff(buff) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 释放技能后给除自己外己方生命最少的武将附加无敌盾持续[b]回合(只剩自己则不加) --b[属性] [104] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) BattleUtil.SortByHpFactor(list, 1) local target = nil for i = 1, #list do if not list[i]:IsRealDead() and list[i] ~= role then target = list[i] break end end if target then target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0, 0)) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能后增加友方全体[a]点怒气 -- a[int] [105] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) for i = 1, #list do local r = list[i] r:AddRage(i1, CountTypeName.Add) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 受到直接伤害[a]%治疗友方[b]最少[c]个单位 -- a[float]b[属性]c[int] [106] = function(role, args) local f1 = args[1] local pro = args[2] local i1 = args[3] local onBeHit = function(caster, damage) local list = RoleManager.Query(function(v) return v.camp == role.camp end) list = BattleUtil.SortByProp(list, BattlePropList[pro], 1) for i = 1, i1 do local r = list[i] if r and not r:IsRealDead() then local treatValue = floor(BattleUtil.ErrorCorrection(f1 * damage)) BattleUtil.ApplyTreat(role, r, treatValue) end end end role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit) end, -- 释放技能后自身回[a]点怒气 -- a[int] [107] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then role:AddRage(i1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 受到技能或普攻直接伤害的[a]%反弹给攻击者 -- a[float] [108] = function(role, args) local f1 = args[1] local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill) if skill then --技能造成的直接伤害 local rDamage = f1 * damage -- 计算被动技能额外加乘 local cl = {} local function _CallBack(v, ct) if v then table.insert(cl, {v, ct}) end end role.Event:DispatchEvent(BattleEventName.PassiveRebackDamage, _CallBack) caster.Event:DispatchEvent(BattleEventName.PassiveBeRebackDamage, _CallBack) rDamage = floor(BattleUtil.ErrorCorrection(BattleUtil.CountChangeList(rDamage, cl))) if rDamage ~= 0 then BattleUtil.ApplyDamage(nil, role, caster, rDamage) end end end role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit) end, -- 受到普通攻击或直接伤害时回复自身[a]点怒气 -- a[int] [109] = function(role, args) local i1 = args[1] local onBeSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then role:AddRage(i1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd) end, -- 释放技能后降低目标[a]点怒气 -- a[int] [110] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = skill:GetDirectTargets() if list then for i = 1, #list do list[i]:AddRage(i1, CountTypeName.Sub) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 被击杀时[a]%概率[b]敌方武将[c]回合 -- a[float]b[控制状态]c[int] [111] = function(role, args) local f1 = args[1] local ctl = args[2] local i1 = args[3] local onRoleBeDamaged = function(caster, damage, bCrit, finalDmg, damageType, dotType, skill) if role:IsDead() and skill then BattleUtil.RandomControl(f1, ctl, role, caster, i1) end end role.Event:AddEvent(BattleEventName.RoleBeDamaged, onRoleBeDamaged) end, -- 战斗第[a]回合造成伤害必定暴击 -- a[int] [112] = function(role, args) local i1 = args[1] local function onRoleDamageAfter(target) target.isFlagCrit = false role.Event:RemoveEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter) end local function onRoleDamageBefore(target) if BattleLogic.GetCurRound() == i1 then target.isFlagCrit = true role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter) end end role.Event:AddEvent(BattleEventName.RoleDamageBefore, onRoleDamageBefore) end, -- 追加的普攻[a]%概率暴击 -- a[float] [113] = function(role, args) local f1 = args[1] local function onSkillCast(skill) if skill.type == BattleSkillType.Normal and skill.isAdd then role.data:AddValue(RoleDataName.Crit, f1) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local function onSkillCastEnd(skill) if skill.type == BattleSkillType.Normal and skill.isAdd then role.data:SubValue(RoleDataName.Crit, f1) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 直接伤害击杀目标后追加[a]次普攻 -- a[int] [114] = function(role, args) local i1 = args[1] -- 释放技能后 local onRoleHit = function(target) if target:IsDead() then for i = 1, i1 do role:AddSkill(BattleSkillType.Normal, false, true, nil) end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 战斗第[a]回合增加[c]%的自身伤害持续[e]回合,[f]改变 -- a[int]c[float]e[int]f[改变] [115] = function(role, args) local i1 = args[1] local f1 = args[2] local i2 = args[3] or 1 local ct = args[4] -- 如果是技能的伤害则判断加成 local onPassiveDamaging = function(func, target, damage, skill) if skill then local dd = BattleUtil.CountValue(damage, f1, ct) - damage if func then func(-floor(BattleUtil.ErrorCorrection(dd))) end end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) -- 第i1回合开始 if curRound == i1 then role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end -- 第i1+i2回合结束 if curRound == i1 + i2 then role.Event:RemoveEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end end) end, -- 直接伤害击杀目标回复自身[a]%的[b] -- a[float] [116] = function(role, args) local f1 = args[1] -- 释放技能后 local onRoleHit = function(target) if target:IsDead() then local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1)) BattleUtil.CalTreat(role, role, treat) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 技能目标每[a]改变[b]个,技能伤害增加[c]%,[d]改变 -- a[改变类型]b[int]c[float]d[改变类型] [117] = function(role, args) local ct = args[1] -- 对方阵营中死亡数量(目前没有用到) local i1 = args[2] local f1 = args[3] local ct2 = args[4] -- 每次释放技能时提前计算额外加成的伤害 local extra = 0 local onSkillCast = function(skill) extra = 0 if skill and skill.type == BattleSkillType.Special then -- local roleList =RoleManager.Query(function (r) return r.camp ~= role.camp end) -- local deadNum = 6 - #roleList -- local level = math.floor(deadNum/i1) -- extra = BattleUtil.ErrorCorrection(level * f1) -- 改变值 = 技能最大目标数 - 当前目标数 local maxNum = skill:GetMaxTargetNum() local curNum = #skill:GetDirectTargets() local lessNum = max(maxNum - curNum, 0) local level = math.floor(lessNum/i1) extra = BattleUtil.ErrorCorrection(level * f1) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) -- 如果是技能的伤害则判断加成 local onPassiveDamaging = function(func, target, damage, skill) if skill and skill.type == BattleSkillType.Special then local dd = BattleUtil.CountValue(damage, extra, ct2) - damage if func then func(-floor(BattleUtil.ErrorCorrection(dd))) end end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 每次释放技能,技能伤害增加[a]%,无限叠加释放普攻时清除加成,[b]改变 -- a[float]b[改变类型] [118] = function(role, args) local f1 = args[1] local ct = args[2] local af = 0 local onSkillCast = function(skill) if skill.type == BattleSkillType.Normal and not skill.isAdd then af = 0 elseif skill.type == BattleSkillType.Special then af = af + f1 end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) -- 如果是技能的伤害则判断加成 local onPassiveDamaging = function(func, target, damage, skill) if skill and skill.type == BattleSkillType.Special then local dd = BattleUtil.CountValue(damage, af, ct) - damage if func then func(-floor(BattleUtil.ErrorCorrection(dd))) end end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 普攻后[a]改变自身[b]%的[c]持续[d]回合可叠加 -- a[改变类型]b[float]c[属性]d[int] [119] = function(role, args) local ct = args[1] local f1 = args[2] local pro = args[3] local i1 = args[4] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then local buff = Buff.Create(role, BuffName.PropertyChange, i1, BattlePropList[pro], f1, ct) buff.cover = true role:AddBuff(buff) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 受到直接伤害[a]%治疗友方全体 -- a[float] [120] = function(role, args) local f1 = args[1] local onBeHit = function(caster, damage) local list = RoleManager.Query(function(v) return v.camp == role.camp end) for i = 1, #list do local r = list[i] if r and not r:IsDead() then local treatValue = floor(BattleUtil.ErrorCorrection(f1 * damage)) BattleUtil.ApplyTreat(role, r, treatValue) end end end role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit) end, -- 普攻后回复[a]点怒气 -- a[int] [121] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then role:AddRage(i1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能后给己方前排武将附加减伤盾持续时间[a]改变[b]回合 -- a[改变类型]b[int] [122] = function(role, args) local ct = args[1] local i1 = args[2] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp and v.position <= 3 end) for _, role in ipairs(list) do BattleLogic.BuffMgr:QueryBuff(role, function(buff) if buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.RateReduce then buff:ChangeBuffDuration(ct, i1) end end) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能后给己方前排附加减伤盾效果[a]改变[b]% -- a[改变类型]b[float] [123] = function(role, args) local ct = args[1] local f1 = args[2] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp and v.position <= 3 end) for _, role in ipairs(list) do BattleLogic.BuffMgr:QueryBuff(role, function(buff) if buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.RateReduce then buff:ChangeShieldValue(ct, f1) end end) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能后回复己方后排[a]点怒气 -- a[int] [124] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.position > 3 end) for _, r in ipairs(list) do r:AddRage(i1, CountTypeName.Add) end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 直接伤害击杀目标下回合攻击[a]%暴击(TODO:目前为增加[a]%) -- a[float] [125] = function(role, args) local f1 = args[1] -- 释放技能后 local onRoleHit = function(target) if target:IsDead() then local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add) role:AddBuff(buff) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 战斗中生命每减少[c]%,[d]就[e]改变[f]% -- c[float]d[属性]e[改变类型]f[float] [126] = function(role, args) local f1 = args[1] local pro = args[2] local dt = args[3] local f2 = args[4] local curLevel = 0 -- 释放技能后 local onRoleBeDamaged = function(caster, damage) local levelDamage = floor(role:GetRoleData(RoleDataName.MaxHp)*f1) local lostDamage = role:GetRoleData(RoleDataName.MaxHp) - role:GetRoleData(RoleDataName.Hp) local level = floor(lostDamage/levelDamage) if level > curLevel then local dl = level - curLevel for i = 1, dl do local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f2, dt) buff.cover = true role:AddBuff(buff) end curLevel = level end end role.Event:AddEvent(BattleEventName.RoleBeDamaged, onRoleBeDamaged) end, -- 与48相同 -- [127] = {}, -- 普攻后降低目标[b]点怒气 -- a[int] [128] = function(role, args) local i1 = args[1] -- 普攻后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then local list = skill:GetDirectTargets() if list then for _, r in ipairs(list) do r:AddRage(i1, CountTypeName.Sub) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- TODO -- 全体蜀国武将增加[a]%[b] -- a[float]b[属性] -- [129] = {}, -- 死亡后持续战斗两回合期间受伤不致死,[a]回合后自动死亡。期间技能伤害降低[b]%无法触发追击效果且死后无法被复活。受到伤害[c]改变 -- a[int]b[float]c[改变类型] [130] = function(role, args) local i1 = args[1] local f1 = args[2] local ct = args[3] -- 角色死亡时 local onRoleDead = function() -- -- 暂时不能死 -- role:SetDeadFilter(false) -- -- 伤害降低 -- local function onPassiveDamaging(func, target, damage, skill) -- if skill and skill.type == BattleSkillType.Special then -- local dd = BattleUtil.CountValue(damage, f1, 4) - damage -- if func then func(-floor(BattleUtil.ErrorCorrection(dd))) end -- end -- end -- role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) -- -- 自动死亡 -- local counter = 0 -- local function onRoleTurnEnd() -- counter = counter + 1 -- if counter == i1 then -- -- 可以去死了 -- role:SetDeadFilter(true) -- -- 但是不能复活了 -- role:SetReliveFilter(false) -- -- 移除事件 -- role.Event:RemoveEvent(BattleEventName.RoleTurnEnd, onRoleTurnEnd) -- role.Event:RemoveEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) -- end -- end -- role.Event:AddEvent(BattleEventName.RoleTurnEnd, onRoleTurnEnd) local buff = Buff.Create(role, BuffName.NoDead, i1, f1, ct, false) BattleLogic.BuffMgr:AddBuff(role, buff) end role.Event:AddEvent(BattleEventName.RoleDead, onRoleDead) end, -- 敌方每[a]改变[b]人自身伤害就[d]改变[e]% (敌方每死亡i1个则自身属性改变) -- a[改变类型]b[int]d[改变类型]e[float] [131] = function(role, args) local ct1 = args[1] local i1 = args[2] local ct2 = args[3] local f1 = args[4] local deadNum = 0 local extra = 0 -- 释放技能后 local OnDead = function(deadRole) if deadRole.camp == (role.camp + 1)%2 then deadNum = deadNum + 1 if deadNum >= i1 then deadNum = 0 extra = extra + f1 -- local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct2) -- role:AddBuff(buff) end end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, OnDead) local passivityDamaging = function(func, caster, damage, skill) if skill then if func then local dd = BattleUtil.CountValue(damage, extra, ct2) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end end role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end, -- 直接伤害每次击杀目标增加自身伤害[a]%,[b]改变,可叠加持续至战斗结束 -- a[float]b[改变类型] [132] = function(role, args) local f1 = args[1] local ct = args[2] local killNum = 0 local extra = 0 -- 击杀数量累加 local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) if skill and defRole:IsDead() then killNum = killNum + 1 end end role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit) -- 释放技能时计算额外伤害 local OnSkillCast = function(skill) if skill then extra = f1 * killNum end end role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast) -- 造成伤害时判断额外伤害 local passivityDamaging = function(func, caster, damage, skill) if skill then if func then local dd = BattleUtil.CountValue(damage, extra, ct) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end end role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end, -- 攻击时若目标[a]则当次攻击自身[b],[c]改变[d]% -- a[持续伤害状态]b[属性]c[改变类型]d[float} [133] = function(role, args) local dot = args[1] local pro = args[2] local ct = args[3] local f1 = args[4] local index, tran local OnRoleDamageBefore = function(target) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then index, tran = role:AddPropertyTransfer(BattlePropList[pro], f1, BattlePropList[pro], ct) end end local OnRoleDamageAfter = function() if index and tran then role:RemovePropertyTransfer(index, tran) end end role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore) role.Event:AddEvent(BattleEventName.RoleDamageAfter, OnRoleDamageAfter) end, -- 释放技能技能[a]概率[b]改变[c]% -- a[持续伤害状态]b[改变类型]c[float] [134] = function(role, args) local dot = args[1] local ct = args[2] local f1 = args[3] local onSkillControl = function(func, dotType) if dotType == dot then if func then func(f1, ct) end end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveRandomDot, onSkillControl) end end -- 技能后后 local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveRandomDot, onSkillControl) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 普攻有[a]%概率使目标[b]持续[c]回合(每回合造成攻击者20%攻击力的伤害) -- a[float]b[持续伤害状态]c[int] [135] = function(role, args) local f1 = args[1] local dot = args[2] local i1 = args[3] -- 普攻后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then local list = skill:GetDirectTargets() if list then local attack = role:GetRoleData(RoleDataName.Attack) local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2)) for _, r in ipairs(list) do BattleUtil.RandomDot(f1, dot, role, r, i1, 1, damage) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 受到普攻有[a]%概率使攻击者[b]持续[c]回合(每回合造成攻击者20%攻击力的伤害) -- a[float]b[持续伤害状态]c[int] [136] = function(role, args) local f1 = args[1] local dot = args[2] local i1 = args[3] -- 普攻后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then local caster = skill.owner local attack = role:GetRoleData(RoleDataName.Attack) local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2)) BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage) end end role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onSkillEnd) end, -- 释放技能后给目标附加治疗效果每回合回复[a]的[b]%点生命持续[c]回合 -- a[属性]b[float]c[int] [137] = function(role, args) local pro = args[1] local f1 = args[2] local i1 = args[3] -- 技能后后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = skill:GetDirectTargets() if list then local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1)) for _, r in ipairs(list) do local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv) auraBuff.interval = 1 r:AddBuff(auraBuff) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放普攻后给目标附加治疗效果每回合回复[a]的[b]%点生命持续[c]回合 -- a[属性]b[float]c[int] [138] = function(role, args) local pro = args[1] local f1 = args[2] local i1 = args[3] -- 技能后后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Normal then local list = skill:GetDirectTargets() if list then local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(pro) * f1)) for _, r in ipairs(list) do local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv) auraBuff.interval = 1 r:AddBuff(auraBuff) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- TODO -- 释放技能后给目标附加治疗效果[a]改变[b]% -- a[改变类型]b[float] [139] = function(role, args) local dt = args[1] local f1 = args[2] local tFactor = function(factorFunc) factorFunc(f1, dt) end role.Event:AddEvent(BattleEventName.SkillCast, function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, tFactor) end end) role.Event:AddEvent(BattleEventName.SkillCastEnd, function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, tFactor) end end) end, -- 受到[a]状态敌人攻击时受到伤害[b]改变[c]% -- a[持续伤害状态]b[改变类型]c[float] [140] = function(role, args) local dot = args[1] local ct = args[2] local f1 = args[3] local onPassiveBeDamaging = function(func, caster, damage) if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end) then local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct))) if func then func(dmgDeduction) end end end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging) end, -- 战斗第[a]回合无敌 -- a[int] [141] = function(role, args) local i1 = args[1] local buff BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) -- 第i1回合开始 if curRound == i1 then buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0) buff.clear = false role:AddBuff(buff) end if curRound == i1 + 1 then if buff then buff.disperse = true end end end) end, -- 释放技能时如目标处于[a]状态则伤害的[b]%转化为生命治疗自己 -- a[持续伤害状态]b[float] [142] = function(role, args) local dot = args[1] local f1 = args[2] local onHit = function(target, damage, bCrit, finalDmg) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1))) end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.RoleHit, onHit) end end -- 技能后后 local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.RoleHit, onHit) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 释放技能时如目标处于[a]状态则[b]的概率[c]改变[d]% -- a[持续伤害状态]b[控制状态]c[改变类型]d[float] [143] = function(role, args) local dot = args[1] local ctrl = args[2] local ct = args[3] local f1 = args[4] local onSkillControl = function(func, ctrl2, target) if ctrl2 == ctrl then if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(b) return b.damageType == dot end) then if func then func(f1, ct) end end end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveRandomControl, onSkillControl) end end -- 技能后后 local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveRandomControl, onSkillControl) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 死亡时释放[a]次技能 -- a[int] [144] = function(role, args) local i1 = args[1] local function onRoleDead() for i = 1, i1 do -- 插入一个技能,该技能优先级较高 role:InsertSkill(BattleSkillType.Special, false, true, nil) end end role.Event:AddEvent(BattleEventName.RoleDead, onRoleDead) end, -- 技能对[a]目标[b]额外提升[c]%(当次),[d]改变 -- a[持续伤害状态]b[属性]c[float]d[改变类型] [145] = function(role, args) local dot = args[1] local pro = args[2] local f1 = args[3] local ct = args[4] local index, tran local OnRoleDamageBefore = function(target, factorFunc, damageType, skill) if skill and skill.type == BattleSkillType.Special and BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then index, tran = role:AddPropertyTransfer(BattlePropList[pro], f1, BattlePropList[pro], ct) end end local OnRoleDamageAfter = function() if index and tran then role:RemovePropertyTransfer(index, tran) end end role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore) role.Event:AddEvent(BattleEventName.RoleDamageAfter, OnRoleDamageAfter) end, -- 普攻对[a]目标伤害额外增加[b]%(当次),[c]改变 -- a[持续伤害状态]b[float]c[改变类型] [146] = function(role, args) local dot = args[1] local f1 = args[2] local ct = args[3] local onPassiveDamaging = function(damagingFunc, defRole, damage) if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function(buff) return buff.damageType == dot end) then if damagingFunc then local dd = BattleUtil.CountValue(damage, f1, ct) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Normal then role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end end local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then role.Event:RemoveEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合 -- a[float]b[持续伤害状态]c[int] [147] = function(role, args) local f1 = args[1] local dot = args[2] local i1 = args[3] -- 技能后后 local onRoleBeHit = function(caster) local attack = role:GetRoleData(RoleDataName.Attack) local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2)) BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage) end role.Event:AddEvent(BattleEventName.RoleBeHit, onRoleBeHit) end, -- 直接伤害击杀[a]目标回复[b]%的最大生命 -- a[持续伤害状态]b[float] [148] = function(role, args) local dot = args[1] local f1 = args[2] local function onHit(target) if target:IsDead() then local maxHp = role:GetRoleData(RoleDataName.MaxHp) local value = floor(BattleUtil.ErrorCorrection(maxHp* f1)) BattleUtil.ApplyTreat(role, role, value) end role.Event:RemoveEvent(BattleEventName.RoleHit, onHit) end local onDamaging = function(func, target) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then role.Event:AddEvent(BattleEventName.RoleHit, onHit) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onDamaging) end, -- 技能攻击的目标如本回合直接攻击过自己则对其造成伤害增加[a]%(如目标[b]则伤害增加[c]%)[d]改变 -- a[float]b[持续伤害状态]c[float]d[改变类型] [149] = function(role, args) local f1 = args[1] local dot = args[2] local f2 = args[3] local ct = args[4] local attor = {} local onRoleBeHit = function(caster) if not attor[caster.position] then attor[caster.position] = 1 end end role.Event:AddEvent(BattleEventName.RoleBeHit, onRoleBeHit) local onBattleRoundChange = function(func, caster) attor = {} end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange) -- 被动技能加伤害 local onDamaging = function(func, target, damage, skill) if attor[target.position] and skill and skill.type == BattleSkillType.Special and func then local df = f1 if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then df = f2 end local dd = BattleUtil.CountValue(damage, df, ct) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onDamaging) end, -- 技能对[a]目标当次伤害提升[b]%,[c]改变 -- a[持续伤害状态]b[flaot]c[改变类型] [150] = function(role, args) local dot = args[1] local f1 = args[2] local ct = args[3] local onPassiveDamaging = function(damagingFunc, defRole, damage) if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function(buff) return buff.damageType == dot end) then if damagingFunc then local dd = BattleUtil.CountValue(damage, f1, ct) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end end local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 释放普通攻击如目标[a],且血量低于[b]%则有[c]%概率秒杀 -- a[持续伤害状态]b[float]c[float] [151] = function(role, args) local dot = args[1] local f1 = args[2] local f2 = args[3] -- local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) if skill and skill.type == BattleSkillType.Normal and not defRole:IsDead() then if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then -- 检测被动技能对秒杀参数得影响 local bf, kf = BattleUtil.CheckSeckill(f1, f2, role, defRole) -- local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp) if ft < bf then BattleUtil.RandomAction(kf, function() -- 秒杀 BattleUtil.Seckill(skill, role, defRole) end) end end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 释放技能有[a]%概率附加[b]效果持续[c]回合 -- a[float]b[控制状态]c[int] [152] = function(role, args) local f1 = args[1] local ctrl = args[2] local i1 = args[3] -- 技能后后 local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then local targets = skill:GetDirectTargets() if targets then for _, r in ipairs(targets) do BattleUtil.RandomControl(f1, ctrl, role, r, i1) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 直接伤害击杀目标回复自身[a]点怒气 -- a[int] [153] = function(role, args) local i1 = args[1] local onHit = function(target, damage, bCrit, finalDmg) if target:IsDead() then role:AddRage(i1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.RoleHit, onHit) end, -- 复活友方第[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次 -- a[int]b[float]c[int] [154] = function(role, args) local i1 = args[1] local f1 = args[2] local i2 = args[3]-- 无意义(第几个死亡的人只能有一个) local counter = 0 local onRoleRealDead = function(deadRole) if deadRole.camp == role.camp then counter = counter + 1 if counter == i1 then deadRole:SetRelive(f1) end end end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead) end, -- 目标血量每降低[c]%(只看当前血量),对其治疗量就[e]改变[f]% -- c[float]e[改变类型]f[float] [155] = function(role, args) local f1 = args[1] local ct = args[2] local f2 = args[3] local function onPassiveTreatingFactor(treatFactorFunc, targetRole) local lf = targetRole:GetRoleData(RoleDataName.Hp)/targetRole:GetRoleData(RoleDataName.MaxHp) local df = 1 - lf -- 血量降低百分比 = 1 - 当前血量百分比 local level = floor(df/f1) if treatFactorFunc then treatFactorFunc(BattleUtil.ErrorCorrection(level*f2), ct) end end role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) end, -- 受到普攻后降低攻击自己武将的[c]点怒气 -- c[int] [156] = function(role, args) local i1 = args[1] local onBeSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then skill.owner:AddRage(i1, CountTypeName.Sub) end end role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd) end, -- 减伤盾减伤比例[a]改变[b]% -- a[改变类型]b[float] [157] = function(role, args) local ct = args[1] local f1 = args[2] local OnBuffCaster = function(buff) if buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.RateReduce then buff:ChangeShieldValue(ct, f1) end end role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, -- 释放技能后回复当前本方阵容最靠前武将[a]点怒气 -- a[int] [158] = function(role, args) local i1 = args[1] local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) table.sort(list, function(a, b) return a.position < b.position end) for i= 1, #list do if list[i] and not list[i]:IsRealDead() then list[i]:AddRage(i1, CountTypeName.Add) break end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- [a]伤害[b]改变[c]%(技能效果111专属被动) -- a[持续伤害状态]b[改变类型]c[float] [159] = function(role, args) local dot = args[1] local ct = args[2] local f1 = args[3] local onSkillEffectBefore = function(skill, e, func) if skill.type == BattleSkillType.Special then if e.type == 111 then -- 当前只对技能效果103生效 if e.args[2] == dot then local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[3], f1, ct)) e.args[3] = factor if func then func(e) end end end end end role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore) end, -- 受到普攻是有[a]%概率给攻击者附加[b],每回合对目标造成自身攻击的[c]%伤害,持续[d]回合 -- a[float]b[持续伤害状态]c[float]d[int] [160] = function(role, args) local f1 = args[1] local dot = args[2] local f2 = args[3] local i1 = args[3] -- 技能后后 local onBeSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then local attack = role:GetRoleData(RoleDataName.Attack) local damage = floor(BattleUtil.ErrorCorrection(attack * f2)) BattleUtil.RandomDot(f1, dot, role, skill.owner, i1, 1, damage) end end role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd) end, -- 攻击目标时目标身上每有1种异常状态(包括麻痹、眩晕、沉默、灼烧、中毒)都会使对其造成的直接伤害提高,异常状态数量乘以[a]%。 -- a[float] [161] = function(role, args) local f1 = args[1] local function onPassiveDamaging(damagingFunc, target, damage) local list = BattleLogic.BuffMgr:GetBuff(target, function(buff) return buff.type == BuffName.DOT or buff.type == BuffName.Control end) if list and damagingFunc then local num = #list local dd = BattleUtil.CountValue(damage, f1 * num, CountTypeName.AddPencent) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 当敌方目标处于链接符状态(主动技能110效果)时受到链接符传导效果提高[a]% -- a[float] [162] = function(role, args) local f1 = args[1] local onCurse_ShareDamage = function(func) if func then func(f1, CountTypeName.Add) end end role.Event:AddEvent(BattleEventName.Curse_ShareDamage, onCurse_ShareDamage) end, -- 每当对方拥有链接符的目标死亡时,都会使己方输出型武将技能伤害提高[a]%([b]元素输出武将提高[c]%) -- a[float]b[元素]c[float] [163] = function(role, args) local f1 = args[1] local ele = args[2] local f2 = args[3] -- 死亡数量 local num = 0 local onBattleRoleDead = function(defRole) -- if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.Curse, function(buff) return buff.curseType == CurseTypeName.ShareDamage end) then num = num + 1 end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, onBattleRoleDead) -- local cNum = 0 -- 释放技能前记录此次技能提高伤害的目标数量,防止单次技能伤害不一致的问题 local function onSkillCast() cNum = num end BattleLogic.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) -- 技能伤害提高 local function onPassiveDamaging(damagingFunc, atkRole, defRole, damage, skill) if atkRole.professionId == 2 and atkRole.camp == role.camp and skill and skill.type == BattleSkillType.Special then -- 地元素特殊 local f = atkRole.element == ele and f2 or f1 local dd = BattleUtil.CountValue(damage, f * cNum, CountTypeName.AddPencent) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end end BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 爆伤减免增加[a]%,[b]改变 -- a[float]b[改变类型] [164] = function(role, args) local f1 = args[1] local ct = args[2] local function onCritDamageReduceFactor(damagingFunc, atkRole, defRole) if defRole == role then if damagingFunc then damagingFunc(f1, ct) end end end role.Event:AddEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor) end, -- 战斗中生命每减少[a]%,自身伤害就[b]改变[c]%,减少为[d]改变 -- a[float]b[改变类型]c[float]d[改变类型] [165] = function(role, args) local f1 = args[1] local ct = args[2] local f2 = args[3] local ct2 = args[4] -- 废物参数 -- 释放技能后 local onPassiveDamaging = function(damagingFunc, defRole, damage, skill) local levelDamage = floor(role:GetRoleData(RoleDataName.MaxHp)*f1) local lostDamage = role:GetRoleData(RoleDataName.MaxHp) - role:GetRoleData(RoleDataName.Hp) local level = floor(lostDamage/levelDamage) local dd = BattleUtil.CountValue(damage, f2*level, ct) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 普通攻击时如目标处于[a]状态则伤害的[b]%转化为生命治疗自己 -- a[持续伤害状态]b[float] [166] = function(role, args) local dot = args[1] local f1 = args[2] local onHit = function(target, damage, bCrit, finalDmg) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1))) end end local onSkillCast = function(skill) if skill.type == BattleSkillType.Normal then role.Event:AddEvent(BattleEventName.RoleHit, onHit) end end -- 技能后后 local onSkillCastEnd = function(skill) if skill.type == BattleSkillType.Normal then role.Event:RemoveEvent(BattleEventName.RoleHit, onHit) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 如果目标数量大于[a]个,增加自身[b]点怒气 -- a[int]b[int] [167] = function(role, args) local i1 = args[1] local i2 = args[2] -- 释放技能后 local onSkillEnd = function(skill) local targets = skill:GetDirectTargets() if targets and #targets > i1 then role:AddRage(i2, 1) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 释放技能后给当前血量最少的2名队友附加无敌吸血盾持续[a]回合 -- a[int] [168] = function(role, args) local i1 = args[1] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) BattleUtil.SortByProp(list, RoleDataName.Hp, 1) local index = 0 for i = 1, #list do if not list[i]:IsRealDead() and index < 2 then index = index + 1 -- 吸血率%25 策划说写死 list[i]:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0.25, 0)) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 行动后增加自身[a]%的[b](可叠加持续至结束) -- a[float]b[属性] [169] = function(role, args) local f1 = args[1] local pro = args[2] -- 行动结束后 local onTurnEnd = function() local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.AddPencent) role:AddBuff(buff) end role.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd) end, -- 击杀目标后对敌方血量百分比最低两名角色造成[a]%[b]伤害 -- a[float]b[伤害类型] [170] = function(role, args) local f1 = args[1] local dt = args[2] -- 直接伤害后 local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) if skill and not skill.isAdd and target:IsDead() then local list = RoleManager.Query(function(v) return v.camp ~= role.camp end) BattleUtil.SortByHpFactor(list, 1) local index = 0 for i = 1, #list do if not list[i]:IsDead() and index < 2 then index = index + 1 BattleUtil.CalDamage(nil, role, list[i], dt, f1) end end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 攻击目标越少[a]对每个目标提升概率越高,提升概率为[b]%除以被击者的总数,提升为[c]改变 -- a[控制状态]b[float]c[改变类型] [172] = function(role, args) local ctrl = args[1] local f1 = args[2] local ct = args[3] local af = 0 local onSkillCast = function(skill) local targets = skill:GetDirectTargets() if targets and #targets > 0 then af = BattleUtil.ErrorCorrection(f1/#targets) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local onPassiveRandomControl = function(func, ctrl2) if ctrl == 0 or ctrl == ctrl2 then if func then func(af, ct) end end end role.Event:AddEvent(BattleEventName.PassiveRandomControl, onPassiveRandomControl) end, -- 反弹伤害增加[a]%,[b]改变 -- a[float]b[改变类型] [173] = function(role, args) local f1 = args[1] local ct = args[2] local onPassiveRebackDamage = function(func) if func then func(f1, ct) end end role.Event:AddEvent(BattleEventName.PassiveRebackDamage, onPassiveRebackDamage) end, -- 技能直接伤害治疗生命最少队友治疗量提升[a]%,[b]改变 -- a[float]b[改变类型] [174] = function(role, args) local f1 = args[1] local ct = args[2] local onPassiveSkillDamageHeal = function(func) if func then func(f1, ct) end end role.Event:AddEvent(BattleEventName.PassiveSkillDamageHeal, onPassiveSkillDamageHeal) end, -- 释放技能时,对己方生命最少武将治疗效果额外提升[a],[b]改变 -- a[float]b[改变类型] [175] = function(role, args) local f1 = args[1] local ct = args[2] local onPassiveTreatingFactor = function(func, target) local arr = RoleManager.Query(function (r) return r.camp == role.camp end) BattleUtil.SortByHpFactor(arr, 1) if arr and arr[1] and arr[1] == target then if func then func(f1, ct) end end end local function onSkillCast(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) end end local function onSkillCastEnd(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 减伤盾抵抗效果提升[a]%,抵抗效果[b]增加,提升效果由所有受益目标平分。 -- a[float]b[改变类型] [176] = function(role, args) local f1 = args[1] local ct = args[2] local af = 0 local onSkillCast = function(skill) local targets = skill.effectTargets[2] if targets and #targets > 0 then af = BattleUtil.ErrorCorrection(f1/#targets) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local onPassiveShield = function(func, shieldType) if shieldType == ShieldTypeName.RateReduce then if func then func(af, ct) end end end role.Event:AddEvent(BattleEventName.PassiveShield, onPassiveShield) end, -- 技能治疗效果提升[a]%, 同时为每个技能目标附加减伤盾,减伤效果[b]%,持续[c]回合 -- a[float]b[float]c[int] [177] = function(role, args) local f1 = args[1] local f2 = args[2] local i1 = args[3] local onPassiveTreatingFactor = function(func, target) if func then func(f1, 1) end end local function onSkillCast(skill) if skill.type == BattleSkillType.Special then role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) end end local function onSkillCastEnd(skill) if skill.type == BattleSkillType.Special then role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) -- 对每个目标附加减伤盾 local targets = skill:GetDirectTargets() for _, target in ipairs(targets) do target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.RateReduce, f2, 0)) end end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 攻击目标越少[a]对每个目标提升概率越高,提升率等于[b]%除以被攻击者的总数,[c]改变 -- a[持续伤害状态]b[float]c[改变类型] [178] = function(role, args) local dot = args[1] local f1 = args[2] local ct = args[3] local af = 0 local onSkillCast = function(skill) local targets = skill:GetDirectTargets() if targets and #targets > 0 then af = BattleUtil.ErrorCorrection(f1/#targets) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local onPassiveRandomDot = function(func, dot2) if dot == dot2 then if func then func(af, ct) end end end role.Event:AddEvent(BattleEventName.PassiveRandomDot, onPassiveRandomDot) end, -- 对别人造成的中毒伤害的[a]%用于治疗自己 -- a[float] [179] = function(role, args) local f1 = args[1] local dot = DotType.Poison local onRoleDamage = function(defRole, damage, bCrit, finalDmg, damageType, dotType, skill) if dotType == dot then BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f1))) end end role.Event:AddEvent(BattleEventName.RoleDamage, onRoleDamage) end, -- 受到[a]效果概率降低[b]%,[c]改变 -- a[控制状态]b[float]c[改变类型] [180] = function(role, args) local ctrl = args[1] local f1 = args[2] local ct = args[3] local onPassiveBeRandomControl = function(func, ctrl2, target) if ctrl == 0 or ctrl == ctrl2 then if func then func(f1, ct) end end end role.Event:AddEvent(BattleEventName.PassiveBeRandomControl, onPassiveBeRandomControl) end, -- 攻击单体目标时额外降低目标[a]点怒气 -- a[int] [181] = function(role, args) local i1 = args[1] local function onSkillCastEnd(skill) -- 对每个目标附加减伤盾 local targets = skill:GetDirectTargets() if targets and #targets == 1 then targets[1]:AddRage(i1, CountTypeName.Sub) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 攻击目标越少[a]对每个目标的伤害越高,伤害提升量等于[b]%除以由于自身攻击受到该效果的敌人的总数,[c]改变 -- a[持续伤害状态]b[float]c[改变类型] [182] = function(role, args) local dot = args[1] local f1 = args[2] local ct = args[3] local af = 0 local onSkillCast = function(skill) local targets = skill:GetDirectTargets() if targets and #targets > 0 then af = BattleUtil.ErrorCorrection(f1/#targets) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local onPassiveRandomDot = function(func, dot2, damage) if dot == dot2 then if func then func(nil, nil, af, ct) end end end role.Event:AddEvent(BattleEventName.PassiveRandomDot, onPassiveRandomDot) end, -- 有该技能角色,释放技能造成的[a]效果附加封治疗效果,该状态武将无法回复生命 -- a[持续伤害状态] [183] = function(role, args) local dot = args[1] local onBuffCaster = function(buff) if buff.type == BuffName.DOT and buff.damageType == dot then BattleUtil.RandomControl(1, ControlType.NoHeal, role, buff.target, buff.duration) end end role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster) end, -- [a]状态延长[b]回合 -- a[持续伤害状态]b[int] [184] = function(role, args) local dot = args[1] local i1 = args[2] local onBuffCaster = function(buff) if buff.type == BuffName.DOT and buff.damageType == dot then buff:ChangeBuffDuration(CountTypeName.Add, i1) end end role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster) end, -- 直接伤害击杀目标对仇恨目标造成[a]%物理伤害 -- a[float] [185] = function(role, args) local f1 = args[1] local onRoleHit = function(target) if target:IsDead() then local target = RoleManager.GetAliveAggro(role) BattleUtil.CalDamage(nil, role, target, 1, f1) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 直接伤害击杀目标对仇恨目标追加一次造成[a]%物理伤害的技能 -- a[float] -- [185] = function(role, args) -- local f1 = args[1] -- local onRoleHit = function(target) -- if target:IsDead() then -- local skill = { -- role.skill[1], -- 技能id -- { -- 400000, -- chooseId -- role.skill[2][2], -- 效果时间 -- {1, f1, 1} -- 效果id及参数 -- } -- } -- SkillManager.AddSkill(role, skill, BattleSkillType.Normal, nil, true, false) -- end -- end -- role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) -- end, -- 攻击纵排目标时额外降低目标[a]点怒气 -- a[int] [186] = function(role, args) local i1 = args[1] local onSkillCastEnd = function(skill) local effectGroup = skill.effectList.buffer[1] local chooseId = effectGroup.chooseId local chooseLimit = floor(chooseId / 10000) % 10 if chooseLimit == 3 then -- 打纵列 local targets = skill:GetDirectTargets() if targets then for _, r in ipairs(targets) do r:AddRage(i1, CountTypeName.Sub) end end end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 普攻[a]%概率暴击 -- a[float] [187] = function(role, args) local f1 = args[1] local function onSkillCast(skill) if skill.type == BattleSkillType.Normal then role.data:AddValue(RoleDataName.Crit, f1) end end role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) local function onSkillCastEnd(skill) if skill.type == BattleSkillType.Normal then role.data:SubValue(RoleDataName.Crit, f1) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, -- 受到伤害降低[a]%(与减伤盾同效果)并且将自身受到非致命伤害平分给自身及己方当前生命最高的两名武将(被平摊武将有无敌也会受到伤害)降低伤害[b]改变 -- a[float]b[改变类型] [188] = function(role, args) local f1 = args[1] local ct = args[2] local onFinalBeDamage = function(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType) -- 伤害降低 local finalDamage = BattleUtil.CountValue(damage, f1, ct) local curHp = role:GetRoleData(RoleDataName.Hp) -- 不是致死伤害 if finalDamage < curHp then -- 找到除自身外的血量最高的两人 local list = RoleManager.Query(function(v) return v.camp == role.camp and v.position ~= role.position end) local ff = 1 -- 分摊比 -- 检测被动对分摊比的影响 local cl = {} local function _CallBack(v, ct) if v then table.insert(cl, {v, ct}) end end role.Event:DispatchEvent(BattleEventName.PassiveDamageShare, _CallBack) atkRole.Event:DispatchEvent(BattleEventName.PassiveDamageBeShare, _CallBack) ff = BattleUtil.CountChangeList(ff, cl) -- 计算分摊伤害 local fenDamage = finalDamage * ff -- 需要分摊的总伤害 list = BattleUtil.SortByProp(list, RoleDataName.Hp, 0) local targets = {role, list[1], list[2]} local fd = floor(BattleUtil.ErrorCorrection(fenDamage/#targets)) -- 每个人需要分摊的伤害 -- 自身伤害 if damagingFunc then local unFenDamage = floor(BattleUtil.ErrorCorrection(finalDamage * (1 - ff))) -- 不被分摊的伤害 damagingFunc(floor(BattleUtil.ErrorCorrection(damage - (unFenDamage + fd)))) end -- 平分给别人 if fd > 0 then for i = 2, #targets do BattleUtil.FinalDamage(skill, atkRole, targets[i], fd, nil, 0, dotType) end end end end role.Event:AddEvent(BattleEventName.FinalBeDamage, onFinalBeDamage) end, -- 有该技能角色,造成的[a]效果会使目标无法获得无敌盾和无敌吸血盾效果 -- a[持续伤害状态] [189] = function(role, args) local dot = args[1] local onBuffCaster = function(buff) if buff.type == BuffName.DOT and buff.damageType == dot then buff.target:AddBuff(Buff.Create(role, BuffName.Immune, buff.duration, 3)) end end role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster) end, -- 所有攻击优先攻击敌方[a]最少的单位 -- a[属性] [190] = function(role, args) local pro = args[1] local function onSkillTargetCheck(func) local list = RoleManager.Query(function(r) return r.camp == (role.camp + 1) % 2 end) list = BattleUtil.SortByProp(list, BattlePropList[pro], 1) if list and #list > 0 then if func then func({list[1]}) end end end role.Event:AddEvent(BattleEventName.SkillTargetCheck, onSkillTargetCheck) end, -- 技能直接伤害[a]%转化为生命治疗自己 -- a[float] [191] = function(role, args) local f1 = args[1] local onHit = function(target, damage, bCrit, finalDmg, dtype, skill) if skill and skill.type == BattleSkillType.Special then -- 检测技能伤害治疗加成 local f = BattleUtil.CheckSkillDamageHeal(f1, role, target) -- 治疗自己 BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f))) end end role.Event:AddEvent(BattleEventName.RoleHit, onHit) end, -- 武将怒气小于[a]点时不会释放技能,释放技能消耗当前所有怒气超过4怒气部分每额外消耗1点怒气技能伤害增加[b]% -- a[int]b[float] [192] = function(role, args) local i1 = args[1] local f1 = args[2] -- 提高技能释放怒气值 role.SuperSkillRage = i1 -- local allRage = 0 local function onRoleRageCost(rage, rate, func) allRage = role.Rage local deltaRage = allRage - role.SuperSkillRage if func then func(0, deltaRage) end end role.Event:AddEvent(BattleEventName.RoleRageCost, onRoleRageCost) -- 释放技能后 local onPassiveDamaging = function(damagingFunc, defRole, damage, skill, dotType) if skill and skill.type == BattleSkillType.Special then local deltaRage = allRage - 4 if deltaRage > 0 then local dd = BattleUtil.CountValue(damage, f1 * deltaRage, 2) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) end end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging) end, -- 对己方生命最少的三个武将治疗效果额外提升治疗武将攻击的[a]%,提升为[b]改变 -- a[float]b[改变类型] [193] = function(role, args) local f1 = args[1] local ct = args[2] local OnPassiveTreating = function(treatingFunc, target) local arr = RoleManager.Query(function (r) return r.camp == role.camp end) BattleUtil.SortByHpFactor(arr, 1) if not arr then return end for i = 1, 3 do if arr[i] and arr[i] == target then local atk = role:GetRoleData(RoleDataName.Attack) treatingFunc(atk * f1, ct) end end end role.Event:AddEvent(BattleEventName.PassiveTreating, OnPassiveTreating) end, -- 攻击有概率清除敌方武将无敌盾和无敌吸血盾,攻击目标越少,清除概率越高,对每个受击者清除概率等于[a]%除以受击者的总数 -- a[float] [194] = function(role, args) local f1 = args[1] local OnRoleDamageBefore = function(defRole, factorFunc, damageType, skill) local targets = skill:GetDirectTargets() if not targets or #targets == 0 then return end local cf = f1/#targets for _, target in ipairs(targets) do BattleUtil.RandomAction(cf, function() BattleLogic.BuffMgr:ClearBuff(target, function(buff) return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce end) end) end end role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore) end, -- 首回合免疫[a]效果 -- a[控制状态] [195] = function(role, args) local ctrl = args[1] local immune = function(buff) return buff.type == BuffName.Control and (ctrl == 0 or buff.ctrlType == ctrl) end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) -- 第i1回合开始 if curRound == 1 then role.buffFilter:Add(immune) end -- 第i1+i2回合结束 if curRound == 2 then for i = 1, role.buffFilter.size do if role.buffFilter.buffer[i] == immune then role.buffFilter:Remove(i) break end end end end) end, -- 对敌方造成伤害如被分摊其分摊比降低[a]% -- a[float] [196] = function(role, args) local f1 = args[1] local onDamageBeShare = function(func) if func then func(f1, CountTypeName.Sub) end end role.Event:AddEvent(BattleEventName.PassiveDamageBeShare, onDamageBeShare) end, -- 技能直接击杀敌方目标时有[a]%概率获得目标剩余所有怒气(输出武将佩戴) -- a[float] [197] = function(role, args) local f1 = args[1] local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) if skill and skill.type == BattleSkillType.Special and target:IsDead() then BattleUtil.RandomAction(f1, function() role:AddRage(target.Rage, CountTypeName.Add) end) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 受到的[a]效果伤害降低[b]%(与减伤盾原理相同)[c]改变 -- a[持续伤害状态]b[float]c[改变类型] [198] = function(role, args) local dot = args[1] local f1 = args[2] local ct = args[3] -- 释放技能后 local onPassiveBeDamaging = function(damagingFunc, defRole, damage, skill, dotType) if dotType and (dotType == dot or dot == 0) then local dd = damage - BattleUtil.CountValue(damage, f1, ct) damagingFunc(floor(BattleUtil.ErrorCorrection(dd))) end end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging) end, --每回合最多受到自身生命上限[a]%的伤害(该伤害为来自武将的直接伤害) --a[float] [199] = function(role, args) local f1 = args[1] local curDamage = 0 local function onRoundChange() curDamage = 0 end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) local function onFinalBeDamage(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType) local maxDamage = role:GetRoleData(RoleDataName.MaxHp) * f1 curDamage = curDamage + damage if curDamage > maxDamage then -- 计算免除的伤害值 local md = curDamage - maxDamage if md > damage then md = damage end if damagingFunc then damagingFunc(md) end end end role.Event:AddEvent(BattleEventName.FinalBeDamage, onFinalBeDamage) end, -- 同阵营武将受到直接伤害时该伤害[a]%转移给有此锦囊的武将转移伤害属于直接伤害(无法触发任何特性) -- a[float] [200] = function(role, args) local f1 = args[1] local onFinalDamage = function(damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType) if skill and role.position ~= defRole.position and defRole.camp == role.camp and defRole.element == role.element then local shareDamage = floor(BattleUtil.ErrorCorrection(damage * f1)) -- 被攻击武将自身伤害 if damagingFunc then damagingFunc(shareDamage) end -- 分担伤害 BattleUtil.ApplyDamage(nil, atkRole, role, shareDamage) end end BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, onFinalDamage) end, -- 初始怒气增加[a]点并且目标血量低于[b]%时即有概率秒杀(对应秒杀技能) -- a[int]b[float] [201] = function(role, args) local i1 = args[1] local f1 = args[2] role:AddRage(i1, CountTypeName.Add) local function onPassiveSeckill(func) if func then func(f1, CountTypeName.Cover) end end role.Event:AddEvent(BattleEventName.PassiveSeckill, onPassiveSeckill) end, -- 秒杀概率增加[a]%直接伤害击杀的[b]目标有[c]%概率无法复活触发秒杀的目标[d]%无法复活,秒杀概率[e]改变 -- a[float]b[持续伤害状态]c[float]d[float]e[改变类型] [202] = function(role, args) local f1 = args[1] local dot = args[2] local f2 = args[3] local f3 = args[4] local ct = args[5] -- 秒杀概率增加 local function onPassiveSeckill(func) if func then func(nil, nil, f1, ct) end end role.Event:AddEvent(BattleEventName.PassiveSeckill, onPassiveSeckill) -- 直接伤害概率无法复活 local function onRoleHit(target) if target:IsDead() then if not BattleLogic.BuffMgr:HasBuff(role, BuffName.DOT, function (buff) return buff.damageType == dot or dot == 0 end) then BattleUtil.RandomAction(f2, function() target:SetReliveFilter(false) end) end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) -- 秒杀概率无法复活 local function onSecKill(target) BattleUtil.RandomAction(f3, function() target:SetReliveFilter(false) end) end role.Event:AddEvent(BattleEventName.Seckill, onSecKill) end, -- 初始怒气增加[a]点敌方处于连接符状态的目标在回合结束时有[b]概率减少[c]点怒气 -- a[int]b[int] [203] = function(role, args) local i1 = args[1] local f1 = args[2] local i2 = args[3] -- 初始怒气增加 role:AddRage(i1, CountTypeName.Add) -- 死亡数量 local onRoleTurnEnd = function(target) if not target:IsDead() and BattleLogic.BuffMgr:HasBuff(target, BuffName.Curse, function(buff) return buff.curseType == CurseTypeName.ShareDamage end) then BattleUtil.RandomAction(f1, function() target:AddRage(i2, CountTypeName.Sub) end) end end BattleLogic.Event:AddEvent(BattleEventName.RoleTurnEnd, onRoleTurnEnd) end, -- 敌方处于连接符状态的目标在获得无敌盾时有[a]%概率获取失败 -- a[float] [204] = function(role, args) local f1 = args[1] -- 死亡数量 local onRoleAddBuffMiss = function(func, target, buff) -- 无敌盾 if buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce then -- 有连接符 if BattleLogic.BuffMgr:HasBuff(target, BuffName.Curse, function(buff) return buff.curseType == CurseTypeName.ShareDamage end) then -- 提高miss概率 if func then func(f1, CountTypeName.Add) end end end end BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffMiss, onRoleAddBuffMiss) end, -- 伤害增加[a]%,[b]改变 -- a[float]b[改变类型] [205] = function(role, args) local f1 = args[1] local ct = args[2] local passivityDamaging = function(func, caster, damage, skill) if skill and func then local dd = BattleUtil.CountValue(damage, f1, ct) - damage func(-floor(BattleUtil.ErrorCorrection(dd))) end end role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end, --技能治疗系数[a]改变[b]%(作用于主动技能效果103) --a[改变类型]b[float] [206] = function(role, args) local ct = args[1] local f1 = args[2] local onSkillEffectBefore = function(skill, e, func) if skill.type == BattleSkillType.Special then if e.type == 103 then -- 当前只对技能效果103生效 local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[3], f1, ct)) e.args[3] = factor if func then func(e) end end end end role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore) end, -- 释放技能有[a]%几率对敌方后排造成[b]%[c]伤害 -- a[float]b[float]c[伤害类型] [207] = function(role, args) local f1 = args[1] local f2 = args[2] local dt = args[3] -- 释放技能后 local onSkillEnd = function(skill) if skill.type == BattleSkillType.Special then BattleUtil.RandomAction(f1, function() BattleLogic.WaitForTrigger(0.1, function() local list = RoleManager.Query(function(v) return v.camp == (role.camp + 1) % 2 and v.position > 3 end) for _, r in ipairs(list) do BattleUtil.CalDamage(nil, role, r, dt, f2) end end) end) end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) end, -- 如果自身是[a],则[d]改变[b]的[c],[g改变[e]的[f] -- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] [208] = function(role, args) local i1 = args[1] local f1 = args[2] local pro1 = args[3] local ct1 = args[4] local f2 = args[5] local pro2 = args[6] local ct2 = args[7] if BattleUtil.GetRolePosType(role.position) == i1 then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end end, -- 我方[a]武将全部阵亡后,如果自身是[a],则[d]改变[b]的[c] -- a[位置],b[位置],c[float],d[属性],e[改变类型] [209] = function(role, args) local i1 = args[1] local i2 = args[2] local f1 = args[3] local pro = args[4] local ct = args[5] local function _OnRoleRealDead(deadRole) if role.camp == deadRole.camp then local list = BattleUtil.GetRoleListByPosType(role.camp, i1) if not list or #list == 0 then if BattleUtil.GetRolePosType(role.position) == i2 then BattleUtil.AddProp(role, pro, f1, ct) -- 移除事件监听 BattleLogic.Event:RemoveEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) end end end end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) end, -- 如果自身是[a]和[b]武将则[e]改变[c]的[d] -- a[类型],b[类型],c[float],d[属性],e[改变类型] [210] = function(role, args) local pf1 = args[1] local pf2 = args[2] local f1 = args[3] local pro = args[4] local ct = args[5] if role.professionId == pf1 or role.professionId == pf2 then BattleUtil.AddProp(role, pro, f1, ct) end end, -- 第[a]回合开始时,如果自身血量最低,则恢复[b]*[c]的血量 -- a[int],b[属性],c[float] [211] = function(role, args) if PassiveManager.passiveCountList[role.camp][211] and PassiveManager.passiveCountList[role.camp][211] > 0 then return end PassiveManager.passiveCountList[role.camp][211] = 1 local round = args[1] local pro = args[2] local f1 = args[3] local function onRoundChange(curRound) if curRound == round then local list = RoleManager.Query(function(r) return r.camp == role.camp end) list = BattleUtil.SortByProp(list, RoleDataName.Hp, 1) local base = list[1]:GetRoleData(BattlePropList[pro]) local value = floor(BattleUtil.ErrorCorrection(base* f1)) BattleUtil.ApplyTreat(list[1], list[1], value) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) end, -- 战斗开始时, 自身血量高于[a]%, 则[d]改变[b]的[c] -- a[float],b[float],c[属性],d[改变类型] [212] = function(role, args) local f1 = args[1] local f2 = args[2] local pro = args[3] local ct = args[4] local hp = role:GetRoleData(RoleDataName.Hp) local maxHp = role:GetRoleData(RoleDataName.MaxHp) if hp/maxHp >= f1 then BattleUtil.AddProp(role, pro, f2, ct) end end, -- 战斗开始时,回复自身[a]点怒气 -- -- a[int] [213] = function(role, args) local i1 = args[1] local function onRoundChange(curRound) if curRound == 1 then role:AddRage(i1, CountTypeName.Add) -- BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, onRoundChange) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) end, -- 同阵营只会有一个生效 -- 第[a]回合中,敌人受到的任何伤害会对其他敌人造成该伤害[b]%的伤害 -- a[float],b[float] [214] = function(role, args) if PassiveManager.passiveCountList[role.camp][214] and PassiveManager.passiveCountList[role.camp][214] > 0 then return end PassiveManager.passiveCountList[role.camp][214] = 1 local i1 = args[1] local f1 = args[2] local function OnDamage(func, atkRole, defRole, damage, skill, dotType, bCrit, damageType) if defRole.camp ~= role.camp then if skill or dotType then local list = RoleManager.Query(function(r) return r.camp == defRole.camp and r ~= defRole end) for _, r in ipairs(list) do local dd = floor(BattleUtil.ErrorCorrection(damage* f1)) BattleUtil.ApplyDamage(nil, role, r, dd) end end end end local function onRoundChange(curRound) if curRound == i1 then BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, OnDamage) elseif curRound == i1 + 1 then BattleLogic.Event:RemoveEvent(BattleEventName.FinalDamage, OnDamage) -- BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, onRoundChange) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) end, -- 战斗开始时,使随机一名敌人受到的伤害增加[a]%,持续[b]回合。持续期间目标敌人死亡时,转移给另一名随机敌人 -- a[float],b[int] [215] = function(role, args) if PassiveManager.passiveCountList[role.camp][215] and PassiveManager.passiveCountList[role.camp][215] > 0 then return end PassiveManager.passiveCountList[role.camp][215] = 1 local f1 = args[1] local i1 = args[2] local target local function RandomTarget() local list = RoleManager.Query(function(r) return r.camp ~= role.camp end) if #list < 1 then return end local index = Random.RangeInt(1, #list) target = list[index] end -- 伤害增加 local function _OnPassiveDamaging(damagingFunc, atkRole, defRole, damage) if defRole == target then local dd = floor(BattleUtil.ErrorCorrection(damage* f1)) if damagingFunc then damagingFunc(-dd) end end end -- 死亡重新随机 local function _OnRoleRealDead(deadRole) if deadRole == target then RandomTarget() end end -- local function onRoundChange(curRound) if curRound == 1 then RandomTarget() BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, _OnPassiveDamaging) BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) elseif curRound == i1 + 1 then target = nil BattleLogic.Event:RemoveEvent(BattleEventName.PassiveDamaging, _OnPassiveDamaging) BattleLogic.Event:RemoveEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) -- BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, onRoundChange) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) end, -- 第[a]回合开始时,对敌方全体造成目标最大生命值[b]%的伤害,并有[c]%概率造成[d]效果,持续[e]回合。 -- a[int],b[float],c[float],d[控制类型],e[int] [216] = function(role, args) if PassiveManager.passiveCountList[role.camp][216] and PassiveManager.passiveCountList[role.camp][216] > 0 then return end PassiveManager.passiveCountList[role.camp][216] = 1 local i1 = args[1] local f1 = args[2] local f2 = args[3] local ctrl = args[4] local i2 = args[5] local function onRoundChange(curRound) if curRound == i1 then local list = RoleManager.Query(function(r) return r.camp ~= role.camp end) for _, r in ipairs(list) do -- local dd = floor(BattleUtil.ErrorCorrection(r:GetRoleData(RoleDataName.MaxHp)* f1)) local das = BattleUtil.PreCountShield(r, dd) -- 计算护盾吸收后的伤害值 local hp = r:GetRoleData(RoleDataName.Hp) -- 有瑕疵,百分比减伤盾可能出现剩余血量不为1的问题 if das > hp then -- 护盾后伤害值依然致死 dd = dd - das + hp - 1 end BattleUtil.ApplyDamage(nil, role, r, dd) --概率控制 BattleUtil.RandomControl(f2, ctrl, role, r, i2) end end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange) end, -- 战斗结束时,恢复自身[a]的损失血量 -- a[float] [217] = function(role, args) local f1 = args[1] local function onBeforeBattleEnd() if not role:IsDead() then local maxHp = BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.MaxHp)) local hp = BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.Hp)) local dd = floor((maxHp - hp) * f1) BattleUtil.ApplyTreat(role, role, dd) end end BattleLogic.Event:AddEvent(BattleEventName.BeforeBattleEnd, onBeforeBattleEnd) end, --[218] 用 79实现 -- 敌方首次释放技能时,自身获得[a]*[b]的护盾,持续[c]回合 -- a[属性],b[float],c[int] [219] = function(role, args) local pro = args[1] local f1 = args[2] local i1 = args[3] local counter = 0 local function _OnSkillCast(skill) if counter == 0 and skill.owner.camp ~= role.camp and skill.type == BattleSkillType.Special then local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro])*f1)) local buff = Buff.Create(skill.owner, BuffName.Shield, i1, ShieldTypeName.NormalReduce, dd, 0) role:AddBuff(buff) counter = counter + 1 -- BattleLogic.Event:RemoveEvent(BattleEventName.SkillCast, _OnSkillCast) end end BattleLogic.Event:AddEvent(BattleEventName.SkillCast, _OnSkillCast) end, -- 每当敌方英雄死亡时,自身[d]改变[b]的[c],[g改变[e]的[f] -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] [220] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local f2 = args[4] local pro2 = args[5] local ct2 = args[6] local function _OnRoleRealDead(deadRole) if role.camp ~= deadRole.camp then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) end, -- 我方武将造成伤害时,[a]概率降低目标[b]%的[c]。若同时拥有效果222,则降低的属性加给伤害者。 -- a[float],b[float],c[属性] [221] = function(role, args) local rand = args[1] local f1 = args[2] local pro = args[3] role:AddBuff(Buff.Create(role, BuffName.Brand, 0, "YUAN")) -- 鸳 -- local function _OnRoleHit(target) BattleUtil.RandomAction(rand, function() local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Sub) buff.cover = true buff.maxLayer = 1 target:AddBuff(buff) -- BattleUtil.AddProp(target, pro, f1, CountTypeName.Sub) if BattleLogic.BuffMgr:HasBuff(role, BuffName.Brand, function(buff) return buff.flag == "YANG" end) then local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Add) buff.cover = true buff.maxLayer = 1 role:AddBuff(buff) -- BattleUtil.AddProp(role, pro, f1, CountTypeName.Add) end end) end role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit) end, -- 我方武将造成伤害时,[a]概率降低目标[b]%的[c]。若同时拥有效果221,则降低的属性加给伤害者。 -- a[float],b[float],c[属性] [222] = function(role, args) local rand = args[1] local f1 = args[2] local pro = args[3] role:AddBuff(Buff.Create(role, BuffName.Brand, 0, "YANG")) -- 鸯 -- local function _OnRoleHit(target) BattleUtil.RandomAction(rand, function() local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Sub) buff.cover = true buff.maxLayer = 1 target:AddBuff(buff) -- BattleUtil.AddProp(target, pro, f1, CountTypeName.Sub) if BattleLogic.BuffMgr:HasBuff(role, BuffName.Brand, function(buff) return buff.flag == "YUAN" end) then local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, CountTypeName.Add) buff.cover = true buff.maxLayer = 1 role:AddBuff(buff) -- BattleUtil.AddProp(role, pro, f1, CountTypeName.Add) end end) end role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit) end, -- 普攻时,[a]概率附加[b]效果,每回合造成攻击[c]%的伤害,持续[d]秒。 -- a[float],b[持续伤害效果],c[float],d[int] [223] = function(role, args) local rand = args[1] local dot = args[2] local f1 = args[3] local i1 = args[3] local function _OnRoleHit(target, damage, _, finalDmg, _, skill) -- BattleUtil.RandomDot(rand, dot, role, target, i1, 1, ) if skill and skill.type == BattleSkillType.Normal then BattleUtil.RandomAction(rand, function() target:AddBuff(Buff.Create(role, BuffName.DOT, i1, 1, dot, 2, f1)) end) end end role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit) end, -- 我方武将造成伤害时,[a]概率附加攻击[b]%的真伤。 -- a[float],b[float] [224] = function(role, args) local rand = args[1] local f1 = args[2] local function _OnRoleHit(target) BattleUtil.RandomAction(rand, function() -- local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.Attack)*f1)) BattleUtil.CalDamage(nil, role, target, 1, f1, 1) end) end role.Event:AddEvent(BattleEventName.RoleHit, _OnRoleHit) end, -- [225] = function() end, -- 斩杀生命低于[a]的敌人 -- a[float] [226] = function(role, args) local f1 = args[1] -- local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) if skill and not defRole:IsDead() then -- 检测被动技能对秒杀参数得影响 local bf, kf = BattleUtil.CheckSeckill(f1, 0, role, defRole) -- local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp) if ft < bf then -- 秒杀 BattleUtil.Seckill(skill, role, defRole) end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 杀敌回复自身[a]*[b]的血量 -- a[属性],b[float] [227] = function(role, args) local pro = args[1] local f1 = args[2] -- 杀敌回血 local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) if skill and defRole:IsDead() then -- 回血 local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro])*f1)) BattleUtil.ApplyTreat(role, role, dd) end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) end, -- 敌人生命越高,造成的伤害越高,最高[a]% -- a[float] [228] = function(role, args) local f1 = args[1] local OnPassiveDamaging = function(damagingFunc, target, damage) damagingFunc(-floor(BattleUtil.FP_Mul(f1, damage, BattleUtil.GetHPPencent(target)))) end role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, -- 自己血量越低,造成伤害越高,最多[a]% -- a[float] [229] = function(role, args) local f1 = args[1] local OnPassiveDamaging = function(damagingFunc, target, damage) damagingFunc(-floor(BattleUtil.FP_Mul(f1, damage, 1 - BattleUtil.GetHPPencent(role)))) end role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging) end, -- 同阵营只生效一次 -- 敌方武将[c]改变[a]的[b] -- a[float],b[属性],c[改变类型] [230] = function(role, args) if PassiveManager.passiveCountList[role.camp][230] and PassiveManager.passiveCountList[role.camp][230] > 0 then return end PassiveManager.passiveCountList[role.camp][230] = 1 local f1 = args[1] local pro = args[2] local ct = args[3] local function _OnRoundChange(curRound) if curRound == 1 then local list = RoleManager.Query(function(r) return r.camp ~= role.camp end) for _, r in ipairs(list) do BattleUtil.AddProp(r, pro, f1, ct) end -- BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 我方[a]武将每回合[d]改变[b]的[c],可叠加 -- a[元素],b[float],c[属性],d[改变类型] [231] = function(role, args) local ele = args[1] local f1 = args[2] local pro = args[3] local ct = args[4] local function _OnRoundChange(curRound) if role.element == ele then BattleUtil.AddProp(role, pro, f1, ct) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 我方[a]武将每回合恢复[b]的损失血量 -- a[元素],b[float] [232] = function(role, args) local ele = args[1] local f1 = args[2] local function _OnRoundChange(curRound) if role.element == ele then local maxHp = BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.MaxHp)) local hp = BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.Hp)) local dd = floor((maxHp - hp) * f1) BattleUtil.ApplyTreat(role, role, dd) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 我方[a]武将每回合获得[b]*[c]的护盾,持续[d]回合 -- a[元素],b[属性],c[float],d[int] [233] = function(role, args) local ele = args[1] local pro = args[2] local f1 = args[3] local i1 = args[4] local function _OnRoundChange(curRound) if role.element == ele then local dd = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro])*f1)) local buff = Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.NormalReduce, dd, 0) role:AddBuff(buff) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 我方[a]武将每回合[b]概率回复[c]点怒气 -- a[元素],b[float],c[int] [234] = function(role, args) local ele = args[1] local f1 = args[2] local i1 = args[3] local function _OnRoundChange(curRound) if role.element == ele then BattleUtil.RandomAction(f1, function() role:AddRage(i1, CountTypeName.Add) end) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 我方每有一个[a]武将,自身[d]改变[b]的[c],可叠加(第一回合开始时生效) -- a[元素],b[float],c[属性],d[改变类型] [235] = function(role, args) local ele = args[1] local f1 = args[2] local pro = args[3] local ct = args[4] local function _OnRoundChange(curRound) if curRound == 1 then local list = RoleManager.Query(function(r) return r.camp == role.camp and r.element == ele end) -- local num = #list BattleUtil.AddProp(role, pro, f1*num, ct) end end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange) end, -- 猎妖之路专属 -- 根据同时拥有夜明珠的数量获得效果:2个:[c]改变[a]的[b];3个:[f]改变[d]的[e];4个:[i]改变[g]的[h] -- a[float],b[属性],c[改变类型],d[float],e[属性],f[改变类型],g[float],h[属性],i[改变类型] [237] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local f2 = args[4] local pro2 = args[5] local ct2 = args[6] local f3 = args[7] local pro3 = args[8] local ct3 = args[9] local num = OutDataManager.GetOutData(role.camp, OutDataName.DarkGlowBallNum) if num >= 2 then BattleUtil.AddProp(role, pro1, f1, ct1) end if num >= 3 then BattleUtil.AddProp(role, pro2, f2, ct2) end if num >= 4 then BattleUtil.AddProp(role, pro3, f3, ct3) end end, -- 猎妖之路专属 -- 在大闹天空的第[a]层中,我方武将[d]改变[b]的[c],[g改变[e]的[f] -- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] [238] = function(role, args) local flr = args[1] local f1 = args[2] local pro1 = args[3] local ct1 = args[4] local f2 = args[5] local pro2 = args[6] local ct2 = args[7] if OutDataManager.GetOutData(role.camp, OutDataName.DaNaoTianGongFloor) == flr then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end end, -- 猎妖之路专属 -- 每有一件紫色品质以上的战利品,我方武将[d]改变[b]的[c],[g改变[e]的[f],最多[h]层 -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int] [239] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local f2 = args[4] local pro2 = args[5] local ct2 = args[6] local maxNum = args[7] -- 紫+橙 local num = OutDataManager.GetOutData(role.camp, OutDataName.PerpleGloryItemNum) + OutDataManager.GetOutData(role.camp, OutDataName.OrangeGloryItemNum) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) BattleUtil.AddProp(role, pro2, f2 * num, ct2) end, -- 猎妖之路专属 -- 每使用一次神秘药水,我方武将[c]改变[a]的[b],最多[d]层 -- a[float],b[属性],c[改变类型],d[int] [240] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) end, -- 每当友方英雄死亡时,自身[d]改变[b]的[c],[g]改变[e]的[f] -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] [241] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local f2 = args[4] local pro2 = args[5] local ct2 = args[6] local function _OnRoleRealDead(deadRole) if role.camp == deadRole.camp then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead) end, } return passivityList