3078 lines
112 KiB
Lua
3078 lines
112 KiB
Lua
local floor = math.floor
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local max = math.max
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local min = math.min
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--local RoleDataName = RoleDataName
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--local BattleLogic = BattleLogic
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--local BattleUtil = BattleUtil
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--local BattleEventName = BattleEventName
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--local BuffName = BuffName
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--属性编号
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-- local BattlePropList = {
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-- RoleDataName.Attack,
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-- RoleDataName.PhysicalDefence,
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-- RoleDataName.MagicDefence,
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-- RoleDataName.Speed,
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-- RoleDataName.DamageBocusFactor,
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-- RoleDataName.DamageReduceFactor,
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-- RoleDataName.Hit,
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-- RoleDataName.Dodge,
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-- RoleDataName.Crit,
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-- RoleDataName.CritDamageFactor,
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-- RoleDataName.TreatFacter,
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-- RoleDataName.MaxHp,
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-- RoleDataName.Hp,
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-- RoleDataName.CureFacter,
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-- RoleDataName.Tenacity,
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-- RoleDataName.InitRage,
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-- }
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--被动技能表
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local passivityList = {
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--发动技能时,[a]的概率将[b]*[c]算作[d]计算
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--a[float],b[属性],c[float],d[属性]
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[1] = function(role, args)
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local f1 = args[1]
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local OnSkillCast = function(skill)
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BattleUtil.RandomAction(f1, function ()
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local duration = 0
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for i=1, skill.effectList.size do
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duration = max(duration, skill.effectList.buffer[i].duration)
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end
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, duration + BattleLogic.GameDeltaTime * 2)
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast)
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end,
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--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。
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--a[float],c[float],d[伤害类型]
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[2] = function(role, args)
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local f1 = args[1]
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local f2 = args[2]
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local dt = args[3]
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local OnSkillCastEnd = function(skill)
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 20001)
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if arr[1] then
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BattleUtil.CalDamage(nil, role, arr[1], dt, f2)
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--发动技能后,[c]使仇恨目标受到治疗效果降低[a],持续[b]
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--a[float],b[int],c[float]
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[3] = function(role, args)
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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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local OnSkillCastEnd = function(skill)
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BattleUtil.RandomAction(f3, function ()
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local arr = BattleUtil.ChooseTarget(role, 40000)
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if arr[1] then
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arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, RoleDataName.CureFacter, f1, 3))
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--发动技能后,[d]改变自身[a]属性[b],持续[c]秒
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--a[属性],b[float],c[int],d[改变类型]
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[4] = function(role, args)
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local pro = args[1]
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local f1 = args[2]
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local f2 = args[3]
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro], f1, ct))
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--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。
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--a[float],b[属性],c[float],d[int]
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[5] = function(role, args)
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local f1 = args[1]
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local pro = args[2]
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local f2 = args[3]
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local f3 = args[4]
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local OnSkillCastEnd = function(skill)
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 10321)
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if arr[1] then
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
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arr[1]:AddBuff(Buff.Create(role, BuffName.HOT, f3, 1, val))
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--发动技能后,[a]的概率提升随机角色的[b]*[c]的[d],持续[e]秒。
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--a[float],b[属性],c[float],d[属性],e[int]
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[6] = function(role, args)
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local f1 = args[1]
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local f3 = args[5]
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local OnSkillCastEnd = function(skill)
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 10001)
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if arr[1] then
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro1])))
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arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f3, BattlePropList[pro2], val, 1))
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--使用回复技能时,[a]的概率提高恢复效果[b]。
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--a[float],b[float]
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[7] = function(role, args)
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local f1 = args[1]
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local f2 = args[2]
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local OnPassiveTreating = function(treatingFunc)
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BattleUtil.RandomAction(f1, function ()
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treatingFunc(f2)
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end)
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end
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role.Event:AddEvent(BattleEventName.PassiveTreating, OnPassiveTreating)
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end,
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--受击后,[a]的概率,回复自身的[b]*[c]的血量
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--a[float],b[属性],c[float]
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[8] = function(role, args)
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local f1 = args[1]
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local pro = args[2]
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local f2 = args[3]
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local OnBeHit = function(treatingFunc)
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BattleUtil.RandomAction(f1, function ()
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, role, val)
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end)
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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--受击后,[a]对攻击者造成的攻击*[c]的持续伤害,持续[d]秒。
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--a[float],c[float],d[int]
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[9] = function(role, args)
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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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local triggerUid = {}
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local OnBeHit = function(atkRole)
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if atkRole.isTeam then
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return
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end
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if triggerUid[atkRole.uid] then --加入限定避免循环触发
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return
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end
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BattleUtil.RandomAction(f1, function ()
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atkRole:AddBuff(Buff.Create(role, BuffName.DOT, f3, 1, 0, 1, f2))
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triggerUid[atkRole.uid] = atkRole.uid
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BattleLogic.WaitForTrigger(f3+1, function ()
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triggerUid[atkRole.uid] = nil
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end)
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end)
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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--受击时[e],[a]的概率将[b]*[c]算作[d]计算
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--a[float],b[属性],c[float],d[属性],e[伤害类型]
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[10] = function(role, args)
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local f1 = args[1]
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local dt = args[5]
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local OnRoleBeDamagedBefore = function(atkRole, func, damageType)
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if damageType == dt then
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, BattleLogic.GameDeltaTime)
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end)
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end
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end
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role.Event:AddEvent(BattleEventName.RoleBeDamagedBefore, OnRoleBeDamagedBefore)
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end,
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--受击时,有[a]的概率抵消[b]*[c]的攻击。
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--a[float],b[属性],c[float]
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[11] = function(role, args)
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local f1 = args[1]
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local pro = args[2]
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local f2 = args[3]
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local OnPassiveDamaging = function(damagingFunc, atkRole, damage)
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BattleUtil.RandomAction(f1, function ()
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damagingFunc(floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro]))))
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end)
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end
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role.Event:AddEvent(BattleEventName.PassiveBeDamaging, OnPassiveDamaging)
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end,
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--受击后,有[a]的概率对敌方全体造成攻击*[c]的[d]伤害
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--a[float],c[float],d[伤害类型]
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[12] = function(role, args)
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local f1 = args[1]
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local f2 = args[2]
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local dt = args[3]
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local lastTrigger = 0
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local OnBeHit = function(atkRole)
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if atkRole.isTeam then
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return
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end
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lastTrigger = lastTrigger + 1
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 20000)
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for i=1, #arr do
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BattleUtil.CalDamage(nil, role, arr[i], dt, f2)
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end
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end)
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lastTrigger = 0
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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--受击后,有[a]的概率对随机1人造成[b]*[c]的真实伤害。
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--a[float],b[属性],c[float]
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[13] = function(role, args)
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local f1 = args[1]
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local pro = args[2]
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local f2 = args[3]
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local lastTrigger = 0
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local OnBeHit = function(atkRole)
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if atkRole.isTeam then
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return
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end
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lastTrigger = lastTrigger + 1
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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end
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BattleUtil.RandomAction(f1, function ()
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local arr = BattleUtil.ChooseTarget(role, 20001)
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if arr[1] then
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local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.ApplyDamage(nil, role, arr[1], val)
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end
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end)
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lastTrigger = 0
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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--受击后[f],[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。
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--a[float],b[属性],c[float],d[属性],e[int],f[伤害类型]
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[14] = function(role, args)
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local f1 = args[1]
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local f3 = args[5]
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local dt = args[6]
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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if damageType == dt then
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3)
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end)
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end
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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--免疫[a]属性伤害。
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--a[属性类型]
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[15] = function(role, args)
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local pt = args[1]
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local elementDamageReduceFactor
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if pt == 1 then
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elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor
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elseif pt == 2 then
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elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor
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elseif pt == 3 then
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elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor
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elseif pt == 4 then
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elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor
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elseif pt == 5 then
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elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor
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elseif pt == 6 then
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elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor
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end
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role.data:AddValue(elementDamageReduceFactor, 10000)
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end,
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--发动技能后,[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。
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--a[float],b[属性],c[float],d[属性],e[int]
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[16] = function(role, args)
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local f1 = args[1]
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local pro1 = args[2]
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local f2 = args[3]
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local pro2 = args[4]
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local f3 = args[5]
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local OnSkillCastEnd = function(skill)
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BattleUtil.RandomAction(f1, function ()
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role:AddPropertyTransfer(BattlePropList[pro1], f2, BattlePropList[pro2], 2, f3)
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
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--发动技能后,[d]改变仇恨目标[a]属性[b],持续[c]秒
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--a[属性],b[int],c[int],d[改变类型]
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[17] = function(role, args)
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local pro1 = args[1]
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local f1 = args[2]
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local f2 = args[3]
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local ct = args[4]
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local OnSkillCastEnd = function(skill)
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local arr = BattleUtil.ChooseTarget(role, 40000)
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if arr[1] then
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arr[1]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct))
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
|
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|
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--发动技能后,[d]改变己方全体[a]属性[b],持续[c]秒
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--a[属性],b[int],c[int],d[改变类型]
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[18] = function(role, args)
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local pro1 = args[1]
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local f1 = args[2]
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local f2 = args[3]
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local ct = args[4]
|
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local OnSkillCastEnd = function(skill)
|
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local arr = BattleUtil.ChooseTarget(role, 10000)
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for i=1, #arr do
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arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, BattlePropList[pro1], f1, ct))
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end
|
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end
|
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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end,
|
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|
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--受到治疗效果提高[a]。
|
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--a[float]
|
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[19] = function(role, args)
|
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local f1 = args[1]
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role.data:AddValue(RoleDataName.CureFacter, f1)
|
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end,
|
||
|
||
--[b]造成的持续伤害时间延长[a]。
|
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--a[int],b[改变类型]
|
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[20] = function(role, args)
|
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local f1 = args[1]
|
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local ct = args[2]
|
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|
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local OnBuffCaster = function(buff)
|
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if buff.type == BuffName.DOT then
|
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if ct == 1 then --加算
|
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buff.duration = buff.duration + f1
|
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elseif ct == 2 then --乘加算(百分比属性加算)
|
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buff.duration = buff.duration * (1 + f1)
|
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elseif ct == 3 then --减算
|
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buff.duration = buff.duration - f1
|
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elseif ct == 4 then --乘减算(百分比属性减算)
|
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buff.duration = buff.duration * (1 - f1)
|
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end
|
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end
|
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end
|
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role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster)
|
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end,
|
||
|
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--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]
|
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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)
|
||
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, 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)
|
||
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(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, 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(nil, 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(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(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)
|
||
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(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)
|
||
-- 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 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) 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 = BattleLogic.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)
|
||
BattleUtil.RandomAction(f1, function()
|
||
BattleLogic.WaitForTrigger(0.1, function()
|
||
local list = BattleLogic.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
|
||
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 OnHit = function(atkRole, damage, bCrit, finalDmg, damageType)
|
||
local arr = BattleLogic.Query(function (r) return r.camp == role.camp end)
|
||
BattleUtil.SortByHpFactor(arr, 1)
|
||
-- 治疗血量最低队友实际伤害的f1%
|
||
BattleUtil.ApplyTreat(role, arr[1], floor(BattleUtil.ErrorCorrection(finalDmg*f1)))
|
||
end
|
||
role.Event:AddEvent(BattleEventName.RoleHit, OnHit)
|
||
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(target, buff, rate, func)
|
||
if buff.type == BuffName.Control and buff.ctrlType == ctl then
|
||
local finalRate = BattleUtil.CountValue(rate, f1, ct)
|
||
if func then func(finalRate) end
|
||
end
|
||
end
|
||
local onSkillCast = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:AddEvent(BattleEventName.SkillRandomBuff, onSkillControl)
|
||
end
|
||
end
|
||
local onSkillCastEnd = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:RemoveEvent(BattleEventName.SkillRandomBuff, 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 = BattleLogic.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].isDead 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 = BattleLogic.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 = BattleLogic.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.isDead 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 = floor(BattleUtil.ErrorCorrection(f1 * damage))
|
||
BattleUtil.ApplyDamage(nil, role, caster, rDamage)
|
||
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, isDot, skill)
|
||
if role.isDead and skill then
|
||
BattleUtil.RandomAction(f1, function()
|
||
caster:AddBuff(Buff.Create(role, BuffName.Control, i1, ctl))
|
||
end)
|
||
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 =BattleLogic.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 then
|
||
af = 0
|
||
elseif skill.type == BattleSkillType.Normal 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 = BattleLogic.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,
|
||
|
||
|
||
-- TODO 减伤盾效果未添加
|
||
-- 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 = BattleLogic.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,
|
||
|
||
|
||
--TODO 减伤盾效果未添加
|
||
-- 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 = BattleLogic.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 = BattleLogic.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
|
||
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f2*dl, dt)
|
||
role:AddBuff(buff)
|
||
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] = {},
|
||
|
||
|
||
-- TODO
|
||
-- 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。
|
||
-- a[int]b[float]
|
||
-- [130] = {},
|
||
|
||
|
||
-- 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(target, buff, rate, func)
|
||
if buff.type == BuffName.DOT and buff.damageType == dot then
|
||
local finalRate = BattleUtil.CountValue(rate, f1, ct)
|
||
if func then func(finalRate) end
|
||
end
|
||
end
|
||
local onSkillCast = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:AddEvent(BattleEventName.SkillRandomBuff, onSkillControl)
|
||
end
|
||
end
|
||
-- 技能后后
|
||
local onSkillCastEnd = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:RemoveEvent(BattleEventName.SkillRandomBuff, 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.RandomAction(f1, function()
|
||
local buff = Buff.Create(role, BuffName.DOT, i1, 1, dot, damage)
|
||
buff.isRealDamage = true
|
||
r:AddBuff(buff)
|
||
end)
|
||
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
|
||
BattleUtil.RandomAction(f1, function()
|
||
local attack = role:GetRoleData(RoleDataName.Attack)
|
||
local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
|
||
local buff = Buff.Create(role, BuffName.DOT, i1, 1, dot, damage)
|
||
buff.isRealDamage = true
|
||
caster:AddBuff(buff)
|
||
end)
|
||
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(dt, f1)
|
||
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(target, buff, rate, func)
|
||
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(b) return b.damageType == dot end) then
|
||
if buff.type == BuffName.Control and buff.ctrlType == ctrl then
|
||
local finalRate = BattleUtil.CountValue(rate, f1, ct)
|
||
if func then func(finalRate) end
|
||
end
|
||
end
|
||
end
|
||
local onSkillCast = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:AddEvent(BattleEventName.SkillRandomBuff, onSkillControl)
|
||
end
|
||
end
|
||
-- 技能后后
|
||
local onSkillCastEnd = function(skill)
|
||
if skill.type == BattleSkillType.Special then
|
||
role.Event:RemoveEvent(BattleEventName.SkillRandomBuff, onSkillControl)
|
||
end
|
||
end
|
||
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
|
||
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
|
||
end,
|
||
|
||
-- TODO
|
||
-- 死亡时释放[a]次技能
|
||
-- a[int]
|
||
-- [144] =
|
||
|
||
|
||
-- 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)
|
||
BattleUtil.RandomAction(f1, function()
|
||
local attack = role:GetRoleData(RoleDataName.Attack)
|
||
local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
|
||
local buff = Buff.Create(role, BuffName.DOT, i1, 1, dot, damage)
|
||
buff.isRealDamage = true
|
||
caster:AddBuff(buff)
|
||
end)
|
||
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,
|
||
|
||
|
||
-- TODO
|
||
-- 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]%)
|
||
-- a[float]b[持续伤害状态]c[float]
|
||
-- [149]
|
||
|
||
-- 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 then
|
||
if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
|
||
local ft = defRole:GetRoleData(RoleDataName.Hp)/defRole:GetRoleData(RoleDataName.MaxHp)
|
||
if ft < f1 then
|
||
BattleUtil.RandomAction(f2, 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.RandomAction(f1, function()
|
||
local buff = Buff.Create(role, BuffName.Control, i1, ctrl)
|
||
r:AddBuff(buff)
|
||
end)
|
||
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,
|
||
|
||
-- TODO
|
||
-- 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]
|
||
|
||
-- 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(ct, BattleUtil.ErrorCorrection(level*f2))
|
||
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 = BattleLogic.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].isDead 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
|
||
BattleUtil.RandomAction(f1, function()
|
||
local attack = role:GetRoleData(RoleDataName.Attack)
|
||
local damage = floor(BattleUtil.ErrorCorrection(attack * f2))
|
||
local buff = Buff.Create(role, BuffName.DOT, i1, 1, dot, damage)
|
||
buff.isRealDamage = true
|
||
skill.owner:AddBuff(buff)
|
||
end)
|
||
end
|
||
end
|
||
role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd)
|
||
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]
|
||
|
||
-- 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 = BattleLogic.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
|
||
-- 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)
|
||
if target.isDead then
|
||
local list = BattleLogic.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,
|
||
|
||
|
||
|
||
--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 = BattleLogic.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,
|
||
|
||
}
|
||
return passivityList
|