battle
parent
60916bfbf4
commit
de7faf0af4
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@ -679,6 +679,55 @@ local effectList = {
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target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1))
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target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1))
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end)
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end)
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end,
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end,
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--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]%
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--a[int],b[int],c[float]
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[40] = function(caster, target, args, interval)
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local f1 = args[1]
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local f2 = args[2]
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local f3 = args[3]
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BattleLogic.WaitForTrigger(interval, function ()
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target:AddBuff(Buff.Create(caster, BuffName.Shield, f2, f1, f3))
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end)
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end,
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--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
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--a[folat],b[伤害类型],c[float],d[float],e[float]
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[41] = function(caster, target, args, interval)
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local f1 = args[1]
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local dt = args[2]
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local f2 = args[3] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
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local f3 = args[4]
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local f4 = args[5] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
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casterBulletEffect(caster, target, interval)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.RandomAction(f2, function ()
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f1 = f1 + f3
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end)
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BattleUtil.CalDamage(caster, target, dt, f1)
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if target.isDead then
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BattleUtil.RandomAction(f4, function ()
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caster.skill.sp = caster.skill.spPass
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end)
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end
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end)
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end,
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--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
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--a[folat],b[float],c[int]
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[42] = function(caster, target, args, interval)
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local f1 = args[1] * (1 + caster:GetRoleData(RoleDataName.Hit) / (1 + target:GetRoleData(RoleDataName.Dodge)))
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local f2 = args[2]
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local f3 = args[3]
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BattleLogic.WaitForTrigger(interval, function ()
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local trigger = function(damagingFunc)
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BattleUtil.RandomAction(f1, function ()
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damagingFunc(f2)
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end)
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end
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target.Event:AddEvent(BattleEventName.RoleBeDamagedBefore, trigger)
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target:AddBuff(Buff.Create(caster, target, BuffName.Brand, f3, "weak", function ()
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target.Event:RemoveEvent(BattleEventName.RoleBeDamagedBefore, trigger)
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end))
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end)
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end,
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}
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}
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return effectList
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return effectList
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