Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
0d8c381ace
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@ -2400,25 +2400,59 @@ local effectList = {
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end)
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end)
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end,
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end,
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--造成主角战斗力[a]%+[b]的伤害
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--造成主角战斗力[a]%+[b]的伤害, pvp最高只造成目标[c][d]%的伤害 (c不填默认12 d:不填默认0.5 )
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--a[float],b[int]
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--a[float],b[int],c[int],d[float]
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[128] = function(caster, target, args, interval, skill)
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[128] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local pro = args[1]
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local round = args[2]
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local round = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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local pro2 = args[3]
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--LogError("teamdamage=="..caster.teamDamage.." pro=="..pro.." round=="..round)
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local v1 =args[4]
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if pro2==nil then
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pro2=12
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end
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if v1==nil then
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v1=0.5
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end
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BattleLogic.WaitForTrigger(interval, function ()
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local damage=floor(caster.teamDamage*pro)+round
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local damage=floor(caster.teamDamage*pro)+round
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if BattleLogic.GetIsPvP() then
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local maxDamage = floor(target:GetRoleData(BattlePropList[pro2]) * v1)
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if damage>maxDamage then
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damage=maxDamage
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end
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end
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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end)
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end)
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end,
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end,
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--回复目标主角战斗力[a]%+[b]的生命值,溢出部分转换为等量御甲值
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--回复目标主角战斗力[a]%+[b]的生命值,溢出部分转换为等量御甲值 pvp最高只造成目标[c][d]%的治疗(c不填默认12 d:不填默认0.5 )
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--a[float],b[int]
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--a[float],b[int],c[int],d[float]
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[129] = function(caster, target, args, interval, skill)
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[129] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local pro = args[1]
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local round = args[2]
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local round = args[2]
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local pro2 = args[3]
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local v1 =args[4]
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if pro2==nil then
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pro2=12
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end
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if v1==nil then
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v1=0.5
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end
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local damage=floor(caster.teamDamage*pro)+round
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local damage=floor(caster.teamDamage*pro)+round
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if BattleLogic.GetIsPvP() then
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local maxDamage = floor(target:GetRoleData(BattlePropList[pro2]) * v1)
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--LogError("生命 maxdamage=="..maxDamage)
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if damage>maxDamage then
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damage=maxDamage
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end
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end
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local value=target:GetRoleData(RoleDataName.MaxHp)-target:GetRoleData(RoleDataName.Hp)
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local value=target:GetRoleData(RoleDataName.MaxHp)-target:GetRoleData(RoleDataName.Hp)
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--如果应该加的血< 单位失去的血量值,就加应该加的血量
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if damage<value then
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value=damage
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end
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local yujia=0
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local yujia=0
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if value>0 then
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if value>0 then
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BattleUtil.FinalTreat(caster, target,value,1,skill)
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BattleUtil.FinalTreat(caster, target,value,1,skill)
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@ -2435,27 +2469,55 @@ local effectList = {
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end)
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end)
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end,
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end,
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--对目标造成流血状态,造成主角战斗力[a]%+[b]的间接伤害,持续[c]回合
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--对目标造成流血状态,造成主角战斗力[a]%+[b]的间接伤害,持续[c]回合 pvp最高只造成目标[d][e]%的治疗(d不填默认12 e:不填默认0.5 )
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--a[float],b[int],c[int]
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--a[float],b[int],c[int],d[int],e[float]
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[130] = function(caster, target, args, interval, skill)
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[130] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local f1 = args[1]
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local v1 = args[2]
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local v1 = args[2]
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local round = args[3]
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local round = args[3]
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local pro2 = args[4]
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local v2 =args[5]
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if pro2==nil then
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pro2=12
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end
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if v2==nil then
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v2=0.5
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end
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local damage=floor(caster.teamDamage*f1)+v1
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local damage=floor(caster.teamDamage*f1)+v1
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if BattleLogic.GetIsPvP() then
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local maxDamage = floor(target:GetRoleData(BattlePropList[pro2]) * v2)
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if damage>maxDamage then
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damage=maxDamage
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end
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end
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local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
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local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
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buff.isRealDamage=true
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buff.isRealDamage=true
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target:AddBuff(buff)
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target:AddBuff(buff)
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end)
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end)
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end,
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end,
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--对目标造成神佑状态,造成主角战斗力[a]%+[b]的血量,持续[c]回合,溢出部分转化为御甲
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--对目标造成神佑状态,造成主角战斗力[a]%+[b]的血量,持续[c]回合,溢出部分转化为御甲 pvp最高只造成目标[d][e]%的治疗(d不填默认12 e:不填默认0.5 )
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--a[float],b[int],c[int]
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--a[float],b[int],c[int]
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[131] = function(caster, target, args, interval, skill)
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[131] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local f1 = args[1]
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local v1 = args[2]
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local v1 = args[2]
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local round = args[3]
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local round = args[3]
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local pro2 = args[4]
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local v2 =args[5]
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if pro2==nil then
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pro2=12
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end
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if v2==nil then
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v2=0.5
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end
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local damage=floor(caster.teamDamage*f1)+v1
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local damage=floor(caster.teamDamage*f1)+v1
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if BattleLogic.GetIsPvP() then
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local maxDamage = floor(target:GetRoleData(BattlePropList[pro2]) * v2)
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if damage>maxDamage then
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damage=maxDamage
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end
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end
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local buff=Buff.Create(caster, BuffName.HOT,round,1,damage)
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local buff=Buff.Create(caster, BuffName.HOT,round,1,damage)
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buff.hotType=2
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buff.hotType=2
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target:AddBuff(buff)
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target:AddBuff(buff)
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@ -100,6 +100,20 @@ function BattleLogic.Init(data, _userData, maxRound)
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end
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end
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--获取是否为pvp战斗
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function BattleLogic.GetIsPvP()
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if BattleLogic.Type== BATTLE_SERVER_TYPE.TOPFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.Firend or
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BattleLogic.Type== BATTLE_SERVER_TYPE.ArenaFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.CarPersonFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight or
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BattleLogic.Type== BATTLE_SERVER_TYPE.NewArenaFight then
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return true
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end
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return false
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end
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-- 获取双方所有血量
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-- 获取双方所有血量
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function BattleLogic.GetAllDamage()
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function BattleLogic.GetAllDamage()
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return allHeroDamage, allEnemyDamage
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return allHeroDamage, allEnemyDamage
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@ -30,6 +30,9 @@ function HOT:OnTrigger()
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if not self.target.ctrl_noheal or self.target:IsDead() then --禁疗和死亡无法加血
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if not self.target.ctrl_noheal or self.target:IsDead() then --禁疗和死亡无法加血
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if self.hotType==2 then
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if self.hotType==2 then
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local value=self.target:GetRoleData(RoleDataName.MaxHp)-self.target:GetRoleData(RoleDataName.Hp)
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local value=self.target:GetRoleData(RoleDataName.MaxHp)-self.target:GetRoleData(RoleDataName.Hp)
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if self.healValue<value then
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value=self.healValue
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end
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local yujia=0
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local yujia=0
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if value>0 then
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if value>0 then
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BattleUtil.FinalTreat(self.caster, self.target,value,1,nil)
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BattleUtil.FinalTreat(self.caster, self.target,value,1,nil)
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@ -6,6 +6,7 @@ end
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BATTLE_SERVER_TYPE = {
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BATTLE_SERVER_TYPE = {
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NewArenaFight = 0, --本地测试竞技场值
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StoryFight = 1, --故事副本
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StoryFight = 1, --故事副本
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MapExploreFight = 2, -- 地图探索
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MapExploreFight = 2, -- 地图探索
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ArenaFight = 3, --竞技场
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ArenaFight = 3, --竞技场
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@ -24,6 +25,7 @@ BATTLE_SERVER_TYPE = {
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TenDespairArray = 16,--十绝阵
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TenDespairArray = 16,--十绝阵
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Firend = 17,--好友
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Firend = 17,--好友
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SenLuoHuanJing = 18,-- 森罗环境
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SenLuoHuanJing = 18,-- 森罗环境
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CrossYuxuLunDaoFight = 24,--玉虚论道
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}
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}
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BattleEventName = {
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BattleEventName = {
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@ -228,6 +228,13 @@ function SupremeHeroPopup:OnShow()
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else
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else
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curPage = 1
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curPage = 1
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end
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end
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local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.SupremeHero)
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if #actData.mission > 3 then
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this.lingxiaobaojian.gameObject:SetActive(true)
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else
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curPage = 1
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this.lingxiaobaojian.gameObject:SetActive(false)
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end
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--curPage = 2
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--curPage = 2
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this.InitShowPanel()
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this.InitShowPanel()
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this.tianjingzunzheRed.gameObject:SetActive(this.RefreshRedPoint(1))
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this.tianjingzunzheRed.gameObject:SetActive(this.RefreshRedPoint(1))
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@ -77,7 +77,7 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
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local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv)
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local currData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv)
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nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv+1)
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nextData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PlayerSkill,"SkillID",id,"Level",currLv+1)
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self.currInfo.text="本级效果:"..currData.Desc
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self.currInfo.text="本级效果:"..currData.Desc
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self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(currData.Icon))
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self.skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(SkillBaseConfig[id].Icon))
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self.titleTxt.text=SkillBaseConfig[id].Name
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self.titleTxt.text=SkillBaseConfig[id].Name
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self.skillLv.text=currLv
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self.skillLv.text=currLv
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self.skillLv.gameObject:SetActive(true)
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self.skillLv.gameObject:SetActive(true)
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