back_recharge
wangyuan 2019-06-04 17:48:01 +08:00
parent 60916bfbf4
commit de7faf0af4
1 changed files with 49 additions and 0 deletions

View File

@ -679,6 +679,55 @@ local effectList = {
target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1))
end)
end,
--添加[a]的伤害吸收护盾,持续[b]秒,盾消失的时候反射吸收伤害的[c]%
--a[int],b[int],c[float]
[40] = function(caster, target, args, interval)
local f1 = args[1]
local f2 = args[2]
local f3 = args[3]
BattleLogic.WaitForTrigger(interval, function ()
target:AddBuff(Buff.Create(caster, BuffName.Shield, f2, f1, f3))
end)
end,
--造成[a]%的[b]伤害,同时有[c]%的概率对该敌人造成[d]%的伤害,若该技能造成击杀,则有[e]%的概率清除自身CD
--a[folat],b[伤害类型],c[float],d[float],e[float]
[41] = function(caster, target, args, interval)
local f1 = args[1]
local dt = args[2]
local f2 = args[3] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f3 = args[4]
local f4 = args[5] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
casterBulletEffect(caster, target, interval)
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.RandomAction(f2, function ()
f1 = f1 + f3
end)
BattleUtil.CalDamage(caster, target, dt, f1)
if target.isDead then
BattleUtil.RandomAction(f4, function ()
caster.skill.sp = caster.skill.spPass
end)
end
end)
end,
--进入虚弱状态,有[a]%的概率受到额外[b]%的伤害,状态持续[c]秒
--a[folat],b[float],c[int]
[42] = function(caster, target, args, interval)
local f1 = args[1] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
local f2 = args[2]
local f3 = args[3]
BattleLogic.WaitForTrigger(interval, function ()
local trigger = function(damagingFunc)
BattleUtil.RandomAction(f1, function ()
damagingFunc(f2)
end)
end
target.Event:AddEvent(BattleEventName.RoleBeDamagedBefore, trigger)
target:AddBuff(Buff.Create(caster, target, BuffName.Brand, f3, "weak", function ()
target.Event:RemoveEvent(BattleEventName.RoleBeDamagedBefore, trigger)
end))
end)
end,
}
return effectList