From 0bae1d524b56b4dab302ee193e88a7d5bde3200c Mon Sep 17 00:00:00 2001 From: JieLing Date: Sat, 13 Mar 2021 16:41:06 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E5=9B=9E=E6=BB=9A=E6=8F=90=E4=BA=A4?= =?UTF-8?q?=E3=80=911?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Modules/Battle/Logic/Base/Passivity.lua | 121 ++++-------------- 1 file changed, 25 insertions(+), 96 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 865215f736..ff1c6374c7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1839,34 +1839,27 @@ local passivityList = { - -- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加) - -- a[int] b[int] + -- 释放技能后给除自己外己方生命最少的武将附加无敌盾持续[b]回合(只剩自己则不加) + --b[属性] [104] = function(role, args,id,judge) local i1 = args[1] - local num = args[2] -- 释放技能后 local onSkillEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return end - local heros={} if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) BattleUtil.SortByHpFactor(list, 1) local target = nil for i = 1, #list do if not list[i]:IsRealDead() and list[i] ~= role then - -- target = list[i] - table.insert(heros,list[i]) - -- break + target = list[i] + break end end - if heros then - for i = 1, i1 do - if heros[i] then - heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0)) - end - end + if target then + target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0, 0)) end end end @@ -2740,7 +2733,7 @@ local passivityList = { end, - -- 战斗第开始无敌[a]回合 + -- 战斗第[a]回合无敌 -- a[int] [141] = function(role, args) local i1 = args[1] @@ -2749,7 +2742,6 @@ local passivityList = { -- 第i1回合开始 if curRound == i1 then buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0) - buff.cover = false buff.clear = false role:AddBuff(buff) end @@ -3123,7 +3115,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.RoleHit, onHit) end, - -- 复活友方[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% + -- 复活友方第[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% -- a[int]b[float]c[int] d[int] e[float] (d,e不配就不会额外回复) [154] = function(role, args) local i1 = args[1] @@ -3142,7 +3134,7 @@ local passivityList = { f1=v1 end counter = counter + 1 - if counter <= i1 then + if counter == i1 then deadRole:SetRelive(f1) end end @@ -3196,11 +3188,10 @@ local passivityList = { role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, - -- 释放技能后回复当前本方阵容最靠前[a]名武将[b]点怒气 - -- a[int] b[int] + -- 释放技能后回复当前本方阵容最靠前武将[a]点怒气 + -- a[int] [158] = function(role, args,id,judge) local i1 = args[1] - local num = args[2] local onSkillCastEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return @@ -3210,14 +3201,10 @@ local passivityList = { table.sort(list, function(a, b) return a.position < b.position end) - local aaa = 0 for i= 1, #list do if list[i] and not list[i]:IsRealDead() then - BattleUtil.CalRage(role, list[i], num, CountTypeName.Add) - aaa=aaa+1 - if aaa==i1 then - break - end + BattleUtil.CalRage(role, list[i], i1, CountTypeName.Add) + break end end end @@ -4772,19 +4759,16 @@ local passivityList = { end, -- 大闹天宫胜利次数 - [225] = function(role, args,id,judge) + [225] = function(role, args) --王振兴添加 local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp,id) - -- LogError("id: "..id.." 胜利次数:"..num) + local num = OutDataManager.GetOutData(role.camp, OutDataName.WinTimes) + num = min(maxNum, num) - if num==0 then - return - end BattleUtil.AddProp(role, pro1, f1 * num, ct1) end, @@ -4978,7 +4962,7 @@ local passivityList = { -- 猎妖之路专属 -- 根据同时拥有夜明珠的数量获得效果:2个:[c]改变[a]的[b];3个:[f]改变[d]的[e];4个:[i]改变[g]的[h] -- a[float],b[属性],c[改变类型],d[float],e[属性],f[改变类型],g[float],h[属性],i[改变类型] - [237] = function(role, args,id,judge) + [237] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -4990,8 +4974,7 @@ local passivityList = { local ct3 = args[9] - local num = OutDataManager.GetOutData(role.camp,id) - LogError("舍利子数量 "..num) + local num = OutDataManager.GetOutData(role.camp, OutDataName.DarkGlowBallNum) if num >= 2 then BattleUtil.AddProp(role, pro1, f1, ct1) end @@ -5005,7 +4988,7 @@ local passivityList = { -- 猎妖之路专属 -- 在大闹天空的第[a]层中,我方武将[d]改变[b]的[c],[g改变[e]的[f] -- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] - [238] = function(role, args,id,judge) + [238] = function(role, args) local flr = args[1] local f1 = args[2] local pro1 = args[3] @@ -5014,7 +4997,7 @@ local passivityList = { local pro2 = args[6] local ct2 = args[7] - if OutDataManager.GetOutData(role.camp,id) == flr then + if OutDataManager.GetOutData(role.camp, OutDataName.DaNaoTianGongFloor) == flr then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end @@ -5022,7 +5005,7 @@ local passivityList = { -- 猎妖之路专属 -- 每有一件紫色品质以上的战利品,我方武将[d]改变[b]的[c],[g改变[e]的[f],最多[h]层 -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int] - [239] = function(role, args,id,judge) + [239] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -5032,7 +5015,7 @@ local passivityList = { local maxNum = args[7] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, id) + local num = OutDataManager.GetOutData(role.camp, OutDataName.OrangeGloryItemNum) + OutDataManager.GetOutData(role.camp, OutDataName.RedGloryItemNum) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) BattleUtil.AddProp(role, pro2, f2 * num, ct2) @@ -5040,15 +5023,15 @@ local passivityList = { -- 猎妖之路专属 -- 每使用一次神秘药水,我方武将[c]改变[a]的[b],最多[d]层 -- a[float],b[属性],c[改变类型],d[int] - [240] = function(role, args,id,judge) + [240] = function(role, args) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, id) - LogError("笔使用次数:"..num) + local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes) + num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) end, @@ -6700,59 +6683,5 @@ local passivityList = { end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit) end, - --英雄[a],附加的[b]种类[c]类型buff,持续时间改变[d][e]回合 - --a[int],b[int buff类型],c[int type类型],d[int 改变类型],e[int] - [306] = function(role, args) - local id = args[1] - local tp1 = args[2] - local tp2 = args[3] - local ct = args[4] - local round = args[5] - local OnBuffCaster = function(buff) - if not buff then - return - end - if buff.type~=tp1 then - return - end - if role.roleId~=id then - return - end - if buff.type == BuffName.PropertyChange then - if buff.changeType~=tp2 then - return - end - elseif buff.type==BuffName.Control then - if buff.ctrlType~=tp2 then - return - end - elseif buff.type== BuffName.DOT then - if buff.damageType~=tp2 then - return - end - elseif buff.type== BuffName.HOT then - - elseif buff.type== BuffName.Shield then - if buff.shieldType~=tp2 then - return - end - elseif buff.type== BuffName.Immune then - if buff.immuneType~=tp2 then - return - end - end - - if ct == 1 then --加算 - buff.duration = buff.duration + round - elseif ct == 2 then --乘加算(百分比属性加算) - buff.duration = buff.duration * (1 + round) - elseif ct == 3 then --减算 - buff.duration = buff.duration - round - elseif ct == 4 then --乘减算(百分比属性减算) - buff.duration = buff.duration * (1 - round) - end - end - role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) - end, } return passivityList \ No newline at end of file