DOT和HOT以及此类的基础逻辑,即OverTime
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int | DamageOverTime_Physic (FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100) |
| nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。物理伤害。 更多...
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int | DamageOverTime_Spell (FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100) |
| nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。法术伤害。 更多...
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int | DamageOverTime_Simple (FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, unsigned long nDamage, int nDamageType, int nThreatRate=100) |
| nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。简单版本,即纯数值伤害,忽略任何其他逻辑。。 更多...
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int | HealthOverTime (FxCreature *pActor, unsigned long nCasterID, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100) |
| nCasterID给角色pActor造成单次的HOT治疗,HOT类型buff的OnPulse的实现。 更多...
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int | HealthOverTime_Self (FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100) |
| 角色pActor对自己造成单次的HOT治疗,HOT类型buff的OnPulse的实现。 更多...
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int | SpiritOverTime_Self (FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100) |
| 角色pActor对自己造成单次的元气值恢复治疗,HOT类型buff的OnPulse的实现。 更多...
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int | ConsumeOverTime_Self (FxCreature *pActor, unsigned long nBuffID, unsigned long nValue, int nThreatRate=100) |
| 角色pActor对自己造成单次的消耗值恢复治疗,HOT类型buff的OnPulse的实现。 更多...
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DOT和HOT以及此类的基础逻辑,即OverTime
◆ ConsumeOverTime_Self()
int ConsumeOverTime_Self |
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FxCreature * |
pActor, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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int |
nThreatRate = 100 |
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) |
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角色pActor对自己造成单次的消耗值恢复治疗,HOT类型buff的OnPulse的实现。
- 参数
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pActor | [角色] 角色对象。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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◆ DamageOverTime_Physic()
int DamageOverTime_Physic |
( |
FxCreature * |
pActor, |
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unsigned long |
nCasterID, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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unsigned long |
nDamage, |
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int |
nDamageType, |
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int |
nThreatRate = 100 |
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) |
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nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。物理伤害。
- 参数
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pActor | [角色] 角色对象。 |
nCasterID | [整数] 施法者ID。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nDamage | [整数] 攻击的属性伤害。 |
nDamageType | [整数] 攻击属性伤害的属性,0~4,金木水火土 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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- 注解
- buff_10100.lua 流血
◆ DamageOverTime_Simple()
int DamageOverTime_Simple |
( |
FxCreature * |
pActor, |
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unsigned long |
nCasterID, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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unsigned long |
nDamage, |
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int |
nDamageType, |
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int |
nThreatRate = 100 |
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) |
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nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。简单版本,即纯数值伤害,忽略任何其他逻辑。。
- 参数
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pActor | [角色] 角色对象。 |
nCasterID | [整数] 施法者ID。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nDamage | [整数] 攻击的属性伤害。 |
nDamageType | [整数] 攻击属性伤害的属性,0~4,金木水火土 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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- 注解
- 忽略任何其他属性,例如防御穿透暴击等。
◆ DamageOverTime_Spell()
int DamageOverTime_Spell |
( |
FxCreature * |
pActor, |
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unsigned long |
nCasterID, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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unsigned long |
nDamage, |
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int |
nDamageType, |
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int |
nThreatRate = 100 |
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) |
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nCasterID给角色pActor造成单次的DOT伤害,DOT类型buff的OnPulse的实现。法术伤害。
- 参数
-
pActor | [角色] 角色对象。 |
nCasterID | [整数] 施法者ID。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nDamage | [整数] 攻击的属性伤害。 |
nDamageType | [整数] 攻击属性伤害的属性,0~4,金木水火土 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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◆ HealthOverTime()
int HealthOverTime |
( |
FxCreature * |
pActor, |
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unsigned long |
nCasterID, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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int |
nThreatRate = 100 |
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) |
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nCasterID给角色pActor造成单次的HOT治疗,HOT类型buff的OnPulse的实现。
- 参数
-
pActor | [角色] 角色对象。 |
nCasterID | [整数] 施法者ID。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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◆ HealthOverTime_Self()
int HealthOverTime_Self |
( |
FxCreature * |
pActor, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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int |
nThreatRate = 100 |
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) |
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角色pActor对自己造成单次的HOT治疗,HOT类型buff的OnPulse的实现。
- 参数
-
pActor | [角色] 角色对象。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
-
- 注解
- CommonLogic_Talent.lua: OnTalentCheck_3031: 2013 buff刹那每次伤害目标你会恢复相当于该次伤害20%/40%/60的气血值
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参见buff_3104.lua 若风
◆ SpiritOverTime_Self()
int SpiritOverTime_Self |
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FxCreature * |
pActor, |
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unsigned long |
nBuffID, |
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unsigned long |
nValue, |
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int |
nThreatRate = 100 |
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) |
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角色pActor对自己造成单次的元气值恢复治疗,HOT类型buff的OnPulse的实现。
- 参数
-
pActor | [角色] 角色对象。 |
nBuffID | [整数] 生效的Buff ID。 |
nValue | [整数] 效果的数值 |
nThreatRate | [整数] 仇恨比率,默认100 |
- 返回
- [整数] -1 失败
- 返回值
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