Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
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m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_RaycastTarget: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
|
||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
|
||||
m_Sprite: {fileID: 0}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
m_FillMethod: 4
|
||||
m_FillAmount: 1
|
||||
m_FillClockwise: 1
|
||||
m_FillOrigin: 0
|
||||
m_UseSpriteMesh: 0
|
||||
--- !u!1 &6323650199933648291
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ ARENACHALLENGERESPONSE_DEFSCORECHANGE_FIELD = protobuf.FieldDescriptor();
|
|||
ARENACHALLENGERESPONSE_ARENAENEMYS_FIELD = protobuf.FieldDescriptor();
|
||||
ARENACHALLENGERESPONSE_FIGHTDATA_FIELD = protobuf.FieldDescriptor();
|
||||
ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD = protobuf.FieldDescriptor();
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD = protobuf.FieldDescriptor();
|
||||
GETARENARANKINFORESPONSE = protobuf.Descriptor();
|
||||
GETARENARANKINFORESPONSE_RANKINFOS_FIELD = protobuf.FieldDescriptor();
|
||||
GETARENARANKINFORESPONSE_MYSCORE_FIELD = protobuf.FieldDescriptor();
|
||||
|
|
@ -214,11 +215,22 @@ ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD.default_value = 0
|
|||
ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD.type = 5
|
||||
ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD.cpp_type = 1
|
||||
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.name = "drop"
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.full_name = ".com.ljsd.jieling.protocols.ArenaChallengeResponse.drop"
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.number = 6
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.index = 5
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.label = 1
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.has_default_value = false
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.default_value = nil
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.message_type = CommonProto_pb.DROP
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.type = 11
|
||||
ARENACHALLENGERESPONSE_DROP_FIELD.cpp_type = 10
|
||||
|
||||
ARENACHALLENGERESPONSE.name = "ArenaChallengeResponse"
|
||||
ARENACHALLENGERESPONSE.full_name = ".com.ljsd.jieling.protocols.ArenaChallengeResponse"
|
||||
ARENACHALLENGERESPONSE.nested_types = {}
|
||||
ARENACHALLENGERESPONSE.enum_types = {}
|
||||
ARENACHALLENGERESPONSE.fields = {ARENACHALLENGERESPONSE_MYSCORECHANGE_FIELD, ARENACHALLENGERESPONSE_DEFSCORECHANGE_FIELD, ARENACHALLENGERESPONSE_ARENAENEMYS_FIELD, ARENACHALLENGERESPONSE_FIGHTDATA_FIELD, ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD}
|
||||
ARENACHALLENGERESPONSE.fields = {ARENACHALLENGERESPONSE_MYSCORECHANGE_FIELD, ARENACHALLENGERESPONSE_DEFSCORECHANGE_FIELD, ARENACHALLENGERESPONSE_ARENAENEMYS_FIELD, ARENACHALLENGERESPONSE_FIGHTDATA_FIELD, ARENACHALLENGERESPONSE_FIGHTRESULT_FIELD, ARENACHALLENGERESPONSE_DROP_FIELD}
|
||||
ARENACHALLENGERESPONSE.is_extendable = false
|
||||
ARENACHALLENGERESPONSE.extensions = {}
|
||||
GETARENARANKINFORESPONSE_RANKINFOS_FIELD.name = "rankInfos"
|
||||
|
|
|
|||
|
|
@ -168,6 +168,7 @@ function this.RequestArenaChallenge(index, isSkip, func)
|
|||
arg.red.head = enemy.personInfo.head
|
||||
arg.red.frame = enemy.personInfo.headFrame
|
||||
arg.red.deltaScore = msg.defScoreChange
|
||||
arg.reward = msg.drop
|
||||
|
||||
Log(Language[10086]..msg.myScoreChange)
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
|
||||
require("Base/BasePanel")
|
||||
local ArenaResultPopup = Inherit(BasePanel)
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
|
||||
local this = ArenaResultPopup
|
||||
local orginLayer
|
||||
local fun = nil
|
||||
|
|
@ -54,6 +56,13 @@ function ArenaResultPopup:OnOpen(_args,_fun)
|
|||
local isWin = args.result == 1
|
||||
local blueInfo = args.blue
|
||||
local redInfo = args.red
|
||||
|
||||
local rewardData = {}
|
||||
if args.reward then
|
||||
rewardData.id = args.reward.itemlist[1].itemId
|
||||
rewardData.num = args.reward.itemlist[1].itemNum
|
||||
end
|
||||
|
||||
-- 如果我在防守方,交换数据,我要显示在蓝方
|
||||
if redInfo.uid == PlayerManager.uid then
|
||||
blueInfo = args.red
|
||||
|
|
@ -76,11 +85,16 @@ function ArenaResultPopup:OnOpen(_args,_fun)
|
|||
local redName = Util.GetGameObject(_CurPanel, "Right/Grade/name")
|
||||
local redHeadIcon = Util.GetGameObject(_CurPanel, "Right/Grade/headIcon")
|
||||
local redHeadBg = Util.GetGameObject(_CurPanel, "Right/Grade/headBg")
|
||||
local redScore = Util.GetGameObject(_CurPanel, "Right/Grade/score")
|
||||
-- local redScore = Util.GetGameObject(_CurPanel, "Right/Grade/score")
|
||||
local redResult = Util.GetGameObject(_CurPanel, "Right/result")
|
||||
|
||||
local bigResult = Util.GetGameObject(_CurPanel, "ShiBai_WenZi"):GetComponent("Image")
|
||||
|
||||
local reward = Util.GetGameObject(_CurPanel, "Left/reward")
|
||||
reward:SetActive(false)
|
||||
local rewardIcon = Util.GetGameObject(_CurPanel, "Left/reward/icon"):GetComponent("Image")
|
||||
local rewardNum = Util.GetGameObject(_CurPanel, "Left/reward/num"):GetComponent("Text")
|
||||
|
||||
-- 昵称
|
||||
blueName:GetComponent("Text").text = blueInfo.name
|
||||
redName:GetComponent("Text").text = redInfo.name
|
||||
|
|
@ -91,9 +105,16 @@ function ArenaResultPopup:OnOpen(_args,_fun)
|
|||
redHeadIcon:GetComponent("Image").sprite = GetPlayerHeadSprite(redInfo.head)
|
||||
redHeadBg:GetComponent("Image").sprite = GetPlayerHeadFrameSprite(redInfo.frame)
|
||||
|
||||
LogYellow("奖励Id:"..args.reward.itemlist[1].itemId.." 奖励数量:"..args.reward.itemlist[1].itemNum)
|
||||
if args.reward then
|
||||
reward:SetActive(true)
|
||||
rewardIcon.sprite = Util.LoadSprite(artConfig[itemConfig[rewardData.id].ResourceID].Name)
|
||||
rewardNum.text = "+"..rewardData.num
|
||||
end
|
||||
|
||||
-- 积分
|
||||
local bScore = blueInfo.deltaScore
|
||||
if bScore then
|
||||
if bScore and isWin then
|
||||
blueScore:SetActive(true)
|
||||
local blueScoreColor = bScore >= 0 and UIColorStr.GREEN or UIColorStr.RED
|
||||
local blueScoreStr = bScore >= 0 and "+"..bScore or bScore
|
||||
|
|
@ -102,15 +123,15 @@ function ArenaResultPopup:OnOpen(_args,_fun)
|
|||
blueScore:SetActive(false)
|
||||
end
|
||||
|
||||
local rScore = redInfo.deltaScore
|
||||
if rScore then
|
||||
redScore:SetActive(true)
|
||||
local redScoreColor = rScore >= 0 and UIColorStr.GREEN or UIColorStr.RED
|
||||
local redScoreStr = rScore >= 0 and "+"..rScore or rScore
|
||||
redScore:GetComponent("Text").text = string.format(Language[10093],redScoreColor, redScoreStr)
|
||||
else
|
||||
redScore:SetActive(false)
|
||||
end
|
||||
-- local rScore = redInfo.deltaScore
|
||||
-- if rScore then
|
||||
-- redScore:SetActive(true)
|
||||
-- local redScoreColor = rScore >= 0 and UIColorStr.GREEN or UIColorStr.RED
|
||||
-- local redScoreStr = rScore >= 0 and "+"..rScore or rScore
|
||||
-- redScore:GetComponent("Text").text = string.format(Language[10093],redScoreColor, redScoreStr)
|
||||
-- else
|
||||
-- redScore:SetActive(false)
|
||||
-- end
|
||||
|
||||
-- 判断显示类型
|
||||
if panelType == 0 then
|
||||
|
|
|
|||
|
|
@ -1966,12 +1966,13 @@ local effectList = {
|
|||
caster:AddPassive(167, {i1, i2}, false) -- 不可叠加
|
||||
end,
|
||||
|
||||
--造成[a]%的[b]伤害,造成伤害的[c]%用于医疗生命值最低队友。
|
||||
--a[float],b[伤害类型],c[float]
|
||||
--造成[a]%的[b]伤害,造成伤害的[c]%用于医疗生命值最低[d]名队友。
|
||||
--a[float],b[伤害类型],c[float] ,d[int]
|
||||
[103] = function(caster, target, args, interval, skill)
|
||||
local f1 = args[1]
|
||||
local dt = args[2]
|
||||
local f2 = args[3]
|
||||
local num = args[4]
|
||||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
|
||||
|
|
@ -1981,7 +1982,11 @@ local effectList = {
|
|||
f2 = BattleUtil.CheckSkillDamageHeal(f2, caster, arr[1])
|
||||
-- 治疗血量最低队友实际伤害的f2%
|
||||
--之前是finaldag 改成 damage
|
||||
BattleUtil.ApplyTreat(caster, arr[1], floor(damage*f2))
|
||||
for i = 1, LengthOfTable(arr) do
|
||||
if i<=num then
|
||||
BattleUtil.ApplyTreat(caster, arr[i], floor(damage*f2))
|
||||
end
|
||||
end
|
||||
end
|
||||
target.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
|
|
|
|||
|
|
@ -2748,16 +2748,23 @@ local passivityList = {
|
|||
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]
|
||||
-- 受到[a]攻击有[b]%概率使攻击者[c](每回合造成被击者自身20%攻击力的伤害)持续[d]回合
|
||||
-- a[int 攻击类型] b[float]c[持续伤害状态]d[int] a:0 所有攻击 1:只限制技能伤害
|
||||
[147] = function(role, args)
|
||||
local f1 = args[1]
|
||||
local dot = args[2]
|
||||
local i1 = args[3]
|
||||
|
||||
local type=args[1]
|
||||
local f1 = args[2]
|
||||
local dot = args[3]
|
||||
local i1 = args[4]
|
||||
-- 技能后后
|
||||
local onRoleBeHit = function(caster)
|
||||
|
||||
local onRoleBeHit = function(caster,damage, bCrit, finalDmg, damageType, skill)
|
||||
--屏蔽相同阵营
|
||||
if caster.camp==role.camp then
|
||||
return
|
||||
end
|
||||
--检测技能
|
||||
if type==1 and (not skill or skill.type==BattleSkillType.Normal)then
|
||||
return
|
||||
end
|
||||
local attack = role:GetRoleData(RoleDataName.Attack)
|
||||
local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
|
||||
BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage)
|
||||
|
|
@ -4049,17 +4056,21 @@ local passivityList = {
|
|||
role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging)
|
||||
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]
|
||||
--技能治疗系数[a]改变[b]% ,技能目标改变[c] [d]名(作用于主动技能效果103)
|
||||
--a[改变类型]b[float] c[改变类型] d[int]
|
||||
[206] = function(role, args)
|
||||
local ct = args[1]
|
||||
local f1 = args[2]
|
||||
|
||||
local ct2 = args[3]
|
||||
local f2 = args[4]
|
||||
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 ct2 and f2 then
|
||||
e.args[4] = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[4], f2, ct2))
|
||||
end
|
||||
if func then func(e) end
|
||||
end
|
||||
end
|
||||
|
|
@ -5472,6 +5483,9 @@ local passivityList = {
|
|||
local ct = args[2]
|
||||
local f1 = args[3]
|
||||
local onPassiveBeDamaging = function(func, caster, damage)
|
||||
if caster and caster.camp==role.camp then
|
||||
return
|
||||
end
|
||||
if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end) then
|
||||
role:AddRage(f1,ct)
|
||||
end
|
||||
|
|
@ -5488,7 +5502,6 @@ local passivityList = {
|
|||
local pro=0
|
||||
if curRound>0 then
|
||||
pro=i1^(curRound-1)
|
||||
LogError("cur round pro "..pro)
|
||||
end
|
||||
if isTrigger then
|
||||
local isAdd=BattleUtil.RandomAction(pro, function ()
|
||||
|
|
@ -5500,11 +5513,12 @@ local passivityList = {
|
|||
end
|
||||
end)
|
||||
end,
|
||||
-- 释放技能时如目标处于[a]状态,解除周围人系神将的异常状态
|
||||
-- a[持续伤害状态]b[float]
|
||||
-- 释放技能时如目标处于[a]状态,解除周围[c]系神将的控制状态
|
||||
-- a[持续伤害状态]b[float] c[int]
|
||||
[273] = function(role, args)
|
||||
local dot = args[1]
|
||||
local f1 = args[2]
|
||||
local ele =args[3]
|
||||
local onHit = function(target, damage, bCrit, finalDmg)
|
||||
--屏蔽相同阵应
|
||||
if target and target.camp==role.camp then
|
||||
|
|
@ -5514,10 +5528,10 @@ local passivityList = {
|
|||
local list = RoleManager.GetNeighbor(role, 1)
|
||||
if list then
|
||||
for key, value in pairs(list) do
|
||||
if value and value~=role and value.element==role.element then
|
||||
if value and value~=role and value.element==ele then
|
||||
-- 清除所有负面buff
|
||||
BattleLogic.BuffMgr:ClearBuff(self.target, function (buff)
|
||||
return buff.type == BuffName.Control or buff.type == BuffName.DOT
|
||||
BattleLogic.BuffMgr:ClearBuff(value, function (buff)
|
||||
return buff.type == BuffName.Control
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
|
@ -5658,16 +5672,17 @@ local passivityList = {
|
|||
role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore)
|
||||
end,
|
||||
--为己方神将附加的护盾消失后,回复被保护的神将[a][b]%的血量
|
||||
--a[int 属性id] b[flaot]
|
||||
[278]=function(role,args)
|
||||
local pro=args[1]
|
||||
local v1=args[2]
|
||||
local OnBuffEnd=function(buff)
|
||||
if buff and buff.caster==role and buff.type==BuffName.Shield then
|
||||
if buff and not buff.target:IsDead() and buff.caster==role and buff.type==BuffName.Shield then
|
||||
local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
|
||||
BattleUtil.CalTreat(role,buff.target, val)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd)
|
||||
BattleLogic.Event:AddEvent(BattleEventName.ShieldBuffEnd, OnBuffEnd)
|
||||
end,
|
||||
--发动技能后,[a]概率给我方[b]最高[c]名[d]阵营 [e]属性[f]改变[g],持续[h]回合
|
||||
--a[float],b[int 属性],c[int], d[int],e[int 属性],f[int 改变类型],g[float] h[int]
|
||||
|
|
@ -5684,17 +5699,15 @@ local passivityList = {
|
|||
local OnSkillCastEnd = function(skill)
|
||||
if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
|
||||
BattleUtil.RandomAction(p1, function ()
|
||||
local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele and not v:IsDead() end)
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
list =BattleUtil.SortByProp(list,BattlePropList[p2],0)
|
||||
for i = 1,LengthOfTable(list) do
|
||||
if i<=num then
|
||||
if not list[i]:IsDead() then
|
||||
local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct )
|
||||
list[i]:AddBuff(buff)
|
||||
end
|
||||
if i<=num then
|
||||
local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct )
|
||||
list[i]:AddBuff(buff)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
|
@ -5705,8 +5718,113 @@ local passivityList = {
|
|||
--免疫减怒
|
||||
[280]=function(role,args)
|
||||
role.isImmuneReduceRage=true
|
||||
LogError("角色免疫减怒")
|
||||
end,
|
||||
|
||||
--当己方[a]阵营神将释放技能怒气不足时,将从精卫身上额外转移怒气释放技能(转移的怒气首先可以保证精卫释放技能)
|
||||
--a[int 阵营id]
|
||||
[281]=function(role,args)
|
||||
local ele=args[1]
|
||||
local onRoleCastSkillBrfore=function(caster)
|
||||
-- 施法者不是自身/自身不足已释放技能/不是己方英雄/不是a 阵营
|
||||
if caster==role or role.Rage <= role.SuperSkillRage or caster.camp~=role.camp or caster.element~=role.element then
|
||||
return
|
||||
end
|
||||
--释放者死亡或释放着被沉默
|
||||
if caster:IsDead() or caster.ctrl_slient then
|
||||
return
|
||||
end
|
||||
local moreRage=role.Rage-role.SuperSkillRage
|
||||
local lessRage=caster.SuperSkillRage-caster.Rage
|
||||
local num=moreRage-lessRage
|
||||
if num>=0 then
|
||||
--精卫转移怒气不算减怒
|
||||
role.Rage=role.Rage-lessRage
|
||||
caster:AddRage(lessRage, CountTypeName.Add)
|
||||
end
|
||||
end
|
||||
BattleLogic.Event:AddEvent(BattleEventName.RoleCastSkillBefore, onRoleCastSkillBrfore)
|
||||
end,
|
||||
--上阵[a]方[b]阵营神将[c] [d]改变[e] 持续[f]回合
|
||||
--a[int 0:己方 1:敌方], b[int 阵营id], c[int 属性id], d[int 改变类型] e[float] f[int]
|
||||
[282]=function(role,args)
|
||||
local camp=args[1]
|
||||
local ele=args[2]
|
||||
local pro=args[3]
|
||||
local ct=args[4]
|
||||
local v1=args[5]
|
||||
--回合数默认为0,永久生效
|
||||
local r1=0
|
||||
if args[6] then
|
||||
r1=args[6]
|
||||
end
|
||||
local OnRoundChange=function(round)
|
||||
if round==1 then
|
||||
local list=nil
|
||||
if camp==0 then
|
||||
list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
elseif camp==1 then
|
||||
list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
|
||||
end
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
for key, value in pairs(list) do
|
||||
-- value.data:CountValue(BattlePropList[pro], v1, ct)
|
||||
local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[pro],v1,ct )
|
||||
value:AddBuff(buff)
|
||||
end
|
||||
end
|
||||
end
|
||||
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, OnRoundChange)
|
||||
end,
|
||||
--释放技能后,额外[a]改变[b]方怒气最少的[c]阵营目标[d]点怒气
|
||||
--a[int 改变类型],b[int 0:己方 1:敌方],c[int],d[int]
|
||||
[283]=function(role,args)
|
||||
local ct=args[1]
|
||||
local camp=args[2]
|
||||
local ele=args[3]
|
||||
local v1=args[4]
|
||||
local onSkillCastEnd=function(skill)
|
||||
if skill and skill.type== BattleSkillType.Special then
|
||||
local list=nil
|
||||
if camp==0 then
|
||||
list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
|
||||
elseif camp==1 then
|
||||
list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
|
||||
end
|
||||
if not list or LengthOfTable(list)==0 then
|
||||
return
|
||||
end
|
||||
list=BattleUtil.SortByRage(list,0)
|
||||
list[1]:AddRage(v1,ct)
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
|
||||
end,
|
||||
--受到[a]类型伤害的[b]%转化为血量,治疗自己
|
||||
-- a[int 1:普攻 2:技能 ] b[flaot]
|
||||
[284]=function(role,args)
|
||||
local type=args[1]
|
||||
local v1=args[2]
|
||||
local onRoleBeHit=function(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
||||
if type==1 then--普攻
|
||||
if not skill or skill.type~= BattleSkillType.Normal then
|
||||
return
|
||||
end
|
||||
elseif type==2 then--技能
|
||||
if skill then
|
||||
if skill.type==BattleSkillType.Normal and skill.type==BattleSkillType.Monster then
|
||||
return
|
||||
end
|
||||
else
|
||||
if not isDirect then
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * v1)))
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleBeHit,onRoleBeHit)
|
||||
end,
|
||||
|
||||
}
|
||||
return passivityList
|
||||
|
|
@ -147,6 +147,7 @@ function Shield:OnEnd()
|
|||
end
|
||||
end
|
||||
end
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.ShieldBuffEnd, self)
|
||||
end
|
||||
|
||||
--只有当cover字段为true时触发,返回true则被新效果覆盖
|
||||
|
|
|
|||
|
|
@ -127,6 +127,10 @@ BattleEventName = {
|
|||
DebugStop = indexAdd(),
|
||||
--显示提示文字
|
||||
ShowHintText = indexAdd(),
|
||||
--角色释放技能之前
|
||||
RoleCastSkillBefore = indexAdd(),
|
||||
--护盾buff消失以后
|
||||
ShieldBuffEnd=indexAdd(),
|
||||
}
|
||||
|
||||
BattleMaxFrame = 1000000
|
||||
|
|
|
|||
|
|
@ -87,6 +87,27 @@ function BattleUtil.SortByHpFactor(arr, sort)
|
|||
end)
|
||||
return arr
|
||||
end
|
||||
--按怒气排序
|
||||
function BattleUtil.SortByRage(arr, sort)
|
||||
BattleUtil.Sort(arr, function(a, b)
|
||||
local r1 = a.Rage
|
||||
local r2 = b.Rage
|
||||
if sort == 1 then
|
||||
if r1==r2 then
|
||||
return a.position>b.position
|
||||
else
|
||||
return r1 < r2
|
||||
end
|
||||
else
|
||||
if r1==r2 then
|
||||
return a.position>b.position
|
||||
else
|
||||
return r1 > r2
|
||||
end
|
||||
end
|
||||
end)
|
||||
return arr
|
||||
end
|
||||
|
||||
-- 获取技能最大目标数
|
||||
function BattleUtil.GetMaxTargetNum(chooseId)
|
||||
|
|
@ -447,12 +468,13 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
|
|||
end
|
||||
if skill then
|
||||
atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
||||
end
|
||||
--如果不是技能带的伤害,并且是直接伤害就,,,,,
|
||||
--用于处理不触发特性并且是直接伤害的伤害 isDirect 暂时先为bool值,后期可根据需求做修改扩展 by:王振兴 2020/10/12 16:18
|
||||
if isDirect and not skill then
|
||||
atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill)
|
||||
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
|||
|
|
@ -160,7 +160,6 @@ end
|
|||
function RoleLogic:AddRage(value, type)
|
||||
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
|
||||
if (type==3 or type==4) and (self.isImmuneReduceRage or BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end)) then
|
||||
LogBattle("角色身上有无敌盾,不扣除怒气")
|
||||
return
|
||||
end
|
||||
|
||||
|
|
@ -174,7 +173,6 @@ function RoleLogic:AddRage(value, type)
|
|||
elseif type == 4 then --乘减算(百分比属性减算)
|
||||
delta = -floor(value * self.SuperSkillRage)
|
||||
end
|
||||
--
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta)
|
||||
--怒气值不可为负值
|
||||
self.Rage = max(self.Rage + delta, 0)
|
||||
|
|
@ -362,7 +360,9 @@ end
|
|||
-- isRage 是否正常操作怒气值
|
||||
function RoleLogic:AddSkill(type, isRage, isAdd, targets)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
|
||||
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage)
|
||||
--
|
||||
BattleLogManager.Log(
|
||||
|
|
@ -429,6 +429,10 @@ function RoleLogic:CastSkill(func)
|
|||
if not self:IsAvailable() then
|
||||
return
|
||||
end
|
||||
--如果当前怒气不足以释放绝技
|
||||
if self.Rage<self.SuperSkillRage then
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore,self)
|
||||
end
|
||||
-- 没有沉默
|
||||
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
|
||||
-- 释放大技能
|
||||
|
|
|
|||
|
|
@ -203,6 +203,7 @@ function this:OnSortingOrderChange()
|
|||
end
|
||||
|
||||
function this:OnOpen(_panelType,...)
|
||||
Log("panelType:".._panelType)
|
||||
panelType = _panelType
|
||||
if panelType == FORMATION_TYPE.EXPEDITION or panelType == FORMATION_TYPE.CARBON then
|
||||
for k,v in pairs(bgListGo) do
|
||||
|
|
|
|||
|
|
@ -17,6 +17,10 @@ function this.GetFormationIndex()
|
|||
end
|
||||
--- 提交按钮点击事件
|
||||
function this.On_Btn1_Click()
|
||||
this.root.SetOneKeyGo()
|
||||
end
|
||||
---
|
||||
function this.On_Btn2_Click()
|
||||
if this.root.order>=1 then
|
||||
--保存编队
|
||||
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
|
||||
|
|
@ -58,7 +62,9 @@ end
|
|||
function this.InitView()
|
||||
this.root.bg:SetActive(true)
|
||||
this.root.btn_1:SetActive(true)
|
||||
this.root.btn_1_lab.text = Language[10742]
|
||||
this.root.btn_1_lab.text = Language[10743]
|
||||
this.root.btn_2:SetActive(true)
|
||||
this.root.btn_2_lab.text = Language[10742]
|
||||
end
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue