local floor = math.floor local max = math.max --local RoleDataName = RoleDataName --local BattleLogic = BattleLogic --local BattleUtil = BattleUtil --local BattleEventName = BattleEventName --local BuffName = BuffName --属性编号 local propertyList = { 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, } --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(propertyList[pro1], f2, propertyList[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(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, propertyList[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(propertyList[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(propertyList[pro1]))) arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, propertyList[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) 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(propertyList[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(propertyList[pro1], f2, propertyList[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(propertyList[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(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(propertyList[pro]))) BattleUtil.ApplyDamage(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(propertyList[pro1], f2, propertyList[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(propertyList[pro1], f2, propertyList[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, propertyList[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, propertyList[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(propertyList[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(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(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(propertyList[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, propertyList[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) BattleUtil.RandomAction(f1, function () local arr = BattleUtil.ChooseTarget(role, 20001) if arr[1] then arr[1]:AddBuff(Buff.Create(role, BuffName.Control, f2, 1)) end 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, propertyList[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, propertyList[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, propertyList[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, propertyList[pro1], f2, ct1) changeBuff1.cover = true changeBuff1.maxLayer = i1 local changeBuff2 = Buff.Create(r, BuffName.PropertyChange, 0, propertyList[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, propertyList[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, propertyList[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(propertyList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(propertyList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(propertyList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(propertyList[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(propertyList[pro], f1) elseif ct == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(propertyList[pro], f1) elseif ct == 3 then --减算 role.data:SubValue(propertyList[pro], f1) elseif ct == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(propertyList[pro], f1) end if ct2 == 1 then --加算 role.data:AddValue(propertyList[pro2], f2) elseif ct2 == 2 then --乘加算(百分比属性加算) role.data:AddPencentValue(propertyList[pro2], f2) elseif ct2 == 3 then --减算 role.data:SubValue(propertyList[pro2], f2) elseif ct2 == 4 then --乘减算(百分比属性减算) role.data:SubPencentValue(propertyList[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, propertyList[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) 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.RandomAction(f1, function () atkRole:AddBuff(Buff.Create(role, BuffName.Control, f2, 1)) end) 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(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(role, defRole, floor(math.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。 --a[float] [57] = function(role, args) local f1 = args[1] local damageDic = {} local lastDamageDic = {} local OnSkillCastEnd = function(skill) lastDamageDic = damageDic damageDic = {} end local OnPassiveDamaging = function(damagingFunc, defRole, damage) if lastDamageDic[defRole] then damagingFunc(-floor(f1 * damage)) end damageDic[defRole] = 1 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, isDot) if atkRole.isTeam or role.isDead or isDot 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(role, atkRole, dt, f2) atkRole:AddBuff(Buff.Create(role, BuffName.Control, f3, ct)) 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(math.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 = BattleLogic.GetNeighbor(role, 1) for i=1, #list do local val = floor(BattleUtil.FP_Mul(role:GetRoleData(propertyList[pro]), f2)) list[i]:AddBuff(Buff.Create(role, BuffName.Shield, f3, 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(propertyList[pro1]), f2)) BattleUtil.CalTreat(skill.owner, 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 atkRole.isTeam then return end if defRole.camp == role.camp then BattleUtil.CalDamage(role, atkRole, dt, f1) atkRole:AddBuff(Buff.Create(role, BuffName.Control, f2, 1)) 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 arr[i]:AddBuff(Buff.Create(role, BuffName.Control, f2, 1)) 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(propertyList[pro1]), f2)) role:AddBuff(Buff.Create(role, BuffName.Shield, f3, 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2.5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), 2.5) BattleUtil.ApplyDamage(role, defRole, floor(math.min(ar1, ar2))) else BattleUtil.RandomAction(f2, function () local val = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Attack), f3)) BattleUtil.ApplyDamage(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, propertyList[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(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, } return passivityList