Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
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@ -481,7 +481,8 @@ PanelType = {
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Compound_equip = { 14, 16,1258 }, --装备合成
|
||||
YuJianXing = {14,16,1010},--御剑行
|
||||
LingMai = {14,16,1273},--御剑行
|
||||
tiandihonglu = {16,1287,1289}
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tiandihonglu = {16,1287,1289},
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fagncunxunbao = {16,1288,1290},
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}
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@ -604,6 +605,7 @@ SHOP_TYPE = {
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XUANJIMIAOSUAN_SHOP = 76,--旋即妙算商店
|
||||
QIJIE_SHOP = 81,--七界商店
|
||||
honglushangdian = 87,
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||||
fangcunxunbao = 89,
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}
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PropertyTypeIconDef = {
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@ -10106,10 +10106,10 @@ local passivityList = {
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local v2=args[4]
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local t1=args[5]
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local t2=args[6]
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local OnBuffStart = function(buff1)
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local OnBuffStart = function(buff)
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-- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
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local buff={}
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buff=buff1
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-- buff=buff1
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if buff.skill==nil or buff.skill.type~=BattleSkillType.Special then
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return
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end
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@ -10127,16 +10127,11 @@ local passivityList = {
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local buffTarget={}
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buffTarget=buff.target
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if add>0 then
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-- local buff = Buff.Create(caster, BuffName.DOT, i1, 1, dot, floor(damage))
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-- buff.skill=skill
|
||||
-- buff.isRealDamage = true
|
||||
local newBuff={}
|
||||
newBuff=buff
|
||||
newBuff.skill=nil
|
||||
newBuff.caster=role
|
||||
for i = 1, add do
|
||||
|
||||
buffTarget:AddBuff(newBuff)
|
||||
local newBuff = Buff.Create(buff.caster, BuffName.DOT, buff.duration, 1,1,buff.damagePro)
|
||||
newBuff.skill=nil
|
||||
newBuff.isRealDamage=true
|
||||
buff.target:AddBuff(newBuff)
|
||||
end
|
||||
end
|
||||
--end)
|
||||
|
|
|
|||
|
|
@ -16,7 +16,6 @@ function DOT:SetData(...)
|
|||
-- self.cover = false
|
||||
-- self.layer = nil
|
||||
--end
|
||||
|
||||
-- 刷新排序等级
|
||||
self.sort = 2
|
||||
-- if self.damageType == 3 then -- 流血buff在行动之后刷新
|
||||
|
|
|
|||
|
|
@ -216,7 +216,7 @@ function BuffCtrl:AddBuffIcon(buff, icon)
|
|||
end
|
||||
--持续伤害类型,伤害系数
|
||||
elseif buffType==BuffName.DOT then
|
||||
if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damageFactor then
|
||||
if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damagePro then
|
||||
self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
|
||||
return
|
||||
end
|
||||
|
|
@ -291,7 +291,7 @@ function BuffCtrl:RemoveBuffIcon(buff)
|
|||
end
|
||||
--持续伤害类型,伤害系数
|
||||
elseif buffType == BuffName.DOT then
|
||||
if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damageFactor then
|
||||
if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damagePro then
|
||||
if floor==1 then
|
||||
self.BuffIconList[key]:Dispose()
|
||||
self.BuffIconList[key] = nil
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ function BuffView.New(go, buff, icon)
|
|||
instance.buffValue = buff.Value
|
||||
instance.buffCt = buff.changeType
|
||||
instance.buffDamageType = buff.damageType
|
||||
instance.buffDamageFactor = buff.damageFactor
|
||||
instance.buffDamageFactor = buff.damagePro
|
||||
instance.buffCtrlType = buff.ctrlType
|
||||
instance.healValue = buff.healValue
|
||||
instance.immuneType = buff.immuneType
|
||||
|
|
|
|||
|
|
@ -162,6 +162,8 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
|
|||
isLimitUpHero = false
|
||||
if lotterySetting[this.recruitType] and lotterySetting[this.recruitType].LotteryType == 13 then
|
||||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.tiandihonglu })
|
||||
elseif lotterySetting[this.recruitType] and lotterySetting[this.recruitType].LotteryType == 14 then
|
||||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.fagncunxunbao })
|
||||
else
|
||||
this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.QianKunBox })
|
||||
end
|
||||
|
|
|
|||
|
|
@ -148,6 +148,9 @@ function IncarnationLottery:contentShow()
|
|||
self.icons[i].num.text = data[i].Reward[2]
|
||||
self.reward[str1] = i
|
||||
self.rewardWeight[str1] = data[i].WeightShow
|
||||
Util.AddOnceClick(self.icons[i].kuang,function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,data[i].Reward[1])
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -204,10 +207,10 @@ function IncarnationLottery:refreshBtnShow()
|
|||
local type = 0
|
||||
if n == 1 then
|
||||
type = self.singleRecruit.Id
|
||||
m.info.text = "1次"
|
||||
--m.info.text = "1次"
|
||||
else
|
||||
type = self.tenRecruit.Id
|
||||
m.info.text = "10次"
|
||||
--m.info.text = "10次"
|
||||
end
|
||||
local d = {}
|
||||
if (isFree) then
|
||||
|
|
|
|||
|
|
@ -162,7 +162,7 @@ function ShopViewNew:OnShow(_sortingOrder)
|
|||
end
|
||||
self.ShopType = self.actConfig.ShopData[1][1]
|
||||
LogYellow("self.ShopType:"..tostring(self.ShopType))
|
||||
if self.ShopType == SHOP_TYPE.QIANKUNBOX_SHOP or self.ShopType == SHOP_TYPE.honglushangdian then
|
||||
if self.ShopType == SHOP_TYPE.QIANKUNBOX_SHOP or self.ShopType == SHOP_TYPE.honglushangdian or self.ShopType == SHOP_TYPE.fangcunxunbao then
|
||||
self.parent.tabbox.gameObject:SetActive(false)
|
||||
else
|
||||
self.parent.tabbox.gameObject:SetActive(true)
|
||||
|
|
|
|||
Loading…
Reference in New Issue