反击bug修复
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@ -1597,6 +1597,10 @@ function BattleUnitComp:takeDamageOrCure(atker, num, effectType, effectStatus, d
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team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_WITH_BLEED)
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team:checkPassiveEvent(BattleConst.PASSIVE_EVENT.ON_DEAD_WITH_BLEED)
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end
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end
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if self.actionOverCallback then -- 被反击时死亡
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self:onAttackOver()
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end
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self:changeState(UNIT_STATE.DEAD)
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self:changeState(UNIT_STATE.DEAD)
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elseif damage < 0 then
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elseif damage < 0 then
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self:playHurt()
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self:playHurt()
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@ -161,11 +161,11 @@ BattleBuffHandle.removeShield = {
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -20000, false)
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target.unitEntity:addAttr(ATTR_NAME.SHIELD_REBOUND, -20000, 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_REBOUND_400] = function(unitComp, buff, target, buffEffect)
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[BUFF_NAME.SHIELD_REBOUND_400] = function(unitComp, target, buff, buffEffect)
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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_400] = function(unitComp, buff, target, buffEffect)
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[BUFF_NAME.SHIELD_ICE_REBOUND_400] = function(unitComp, target, buff, buffEffect)
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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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