新机制
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@ -421,6 +421,24 @@ local _addSkillRatio = function(skillId, skillInfo, battleBaseData, battleContro
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end
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end
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end
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end
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local _addSkillBreakEnergyMultiple = function(skillId, skillInfo, battleBaseData, battleController, value, side)
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local elementType = skillInfo.skill_position
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if not elementType or not skillInfo.parameter then
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return
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end
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local multiple = skillInfo.parameter[1]
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if not multiple then
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return
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end
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local skillEntity = battleBaseData:getSkillEntityByElement(elementType, side)
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if skillEntity then
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skillEntity:addSkillBreakEnergyMultiple(multiple)
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end
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end
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BattleRogueSkillHandle._effectOn = {
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BattleRogueSkillHandle._effectOn = {
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[1] = _changeBaseSkill, -- 改变初始技能ID
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[1] = _changeBaseSkill, -- 改变初始技能ID
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[2] = _addEliminationRange, -- 增加消除数量
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[2] = _addEliminationRange, -- 增加消除数量
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@ -438,6 +456,7 @@ BattleRogueSkillHandle._effectOn = {
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[14] = _addLinkCountMoreEffect, -- 链接超过x元素获得一次技能效果
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[14] = _addLinkCountMoreEffect, -- 链接超过x元素获得一次技能效果
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[15] = _addLinkCountPowerEffect, -- 链接超过x元素获得倍数技能效果
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[15] = _addLinkCountPowerEffect, -- 链接超过x元素获得倍数技能效果
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[16] = _addSkillRatio, -- 增加技能效果概率
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[16] = _addSkillRatio, -- 增加技能效果概率
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[17] = _addSkillBreakEnergyMultiple, -- 增加技能消除的元素的能量倍数
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}
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}
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function BattleRogueSkillHandle.takeEffect(skillId, battleData, battleController, value, side, isSnapshot)
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function BattleRogueSkillHandle.takeEffect(skillId, battleData, battleController, value, side, isSnapshot)
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@ -498,4 +498,12 @@ function BattleBoardSkillEntity:getSkillRatioAdd()
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return self.skillRatioAdd
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return self.skillRatioAdd
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end
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end
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function BattleBoardSkillEntity:addSkillBreakEnergyMultiple(multiple)
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self.energyMultiple = multiple
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end
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function BattleBoardSkillEntity:getSkillBreakEnergyMultiple()
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return self.energyMultiple or 1
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end
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return BattleBoardSkillEntity
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return BattleBoardSkillEntity
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