新增两个反伤护盾
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@ -341,6 +341,8 @@ local BUFF_NAME = {
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INVINCIBLE_SHIELD = "invincible_shield",
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INVINCIBLE_SHIELD = "invincible_shield",
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SHIELD_ICE_02 = "shield_ice_02",
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SHIELD_ICE_02 = "shield_ice_02",
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SKILL_HURT_ADD_SHOW = "skill_hurt_add_show",
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SKILL_HURT_ADD_SHOW = "skill_hurt_add_show",
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SHIELD_ICE_REBOUND_200 = "shield_ice_rebound_200",
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SHIELD_REBOUND_100 = "shield_rebound_100",
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}
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}
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BattleConst.BUFF_NAME = BUFF_NAME
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BattleConst.BUFF_NAME = BUFF_NAME
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@ -159,6 +159,20 @@ BattleBuffHandle.addShield = {
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, 40000, false)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, 40000, false)
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return shieldNum
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return shieldNum
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end,
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end,
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-- 反弹目标伤害的200%,直接写死
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[BUFF_NAME.SHIELD_ICE_REBOUND_200] = function(unitComp, buff, target, buffEffect)
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local shieldNum = target.unitEntity:getMaxHp() * buff:getEffectNum() // DEFAULT_FACTOR
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target:addShield(shieldNum, buffEffect)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, 20000, false)
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return shieldNum
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end,
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-- 反弹目标伤害的100%,直接写死
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[BUFF_NAME.SHIELD_ICE_REBOUND_200] = function(unitComp, buff, target, buffEffect)
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local shieldNum = target.unitEntity:getMaxHp() * buff:getEffectNum() // DEFAULT_FACTOR
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target:addShield(shieldNum, buffEffect)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, 10000, false)
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return shieldNum
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end,
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}
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}
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BattleBuffHandle.removeShield = {
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BattleBuffHandle.removeShield = {
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@ -174,6 +188,14 @@ BattleBuffHandle.removeShield = {
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -40000, false)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -40000, false)
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target:removeShield(buffEffect)
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target:removeShield(buffEffect)
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end,
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end,
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[BUFF_NAME.SHIELD_ICE_REBOUND_200] = function(buffSender, target, buff, buffEffect)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -20000, false)
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target:removeShield(buffEffect)
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end,
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[BUFF_NAME.SHIELD_REBOUND_100] = function(buffSender, target, buff, buffEffect)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -10000, false)
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target:removeShield(buffEffect)
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end,
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}
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}
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local function _takeEffectShield(unitComp, buff, target, buffEffect)
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local function _takeEffectShield(unitComp, buff, target, buffEffect)
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