Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
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@ -1876,6 +1876,10 @@ local passivityList = {
|
||||||
[108] = function(role, args)
|
[108] = function(role, args)
|
||||||
local f1 = args[1]
|
local f1 = args[1]
|
||||||
local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill)
|
local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill)
|
||||||
|
--如果角色死亡就不会反弹伤害
|
||||||
|
if role:IsDead() then
|
||||||
|
return
|
||||||
|
end
|
||||||
if skill then --技能造成的直接伤害
|
if skill then --技能造成的直接伤害
|
||||||
local rDamage = f1 * damage
|
local rDamage = f1 * damage
|
||||||
|
|
||||||
|
@ -4729,14 +4733,15 @@ local passivityList = {
|
||||||
[242] = function(role, args)
|
[242] = function(role, args)
|
||||||
local f1 = args[1]
|
local f1 = args[1]
|
||||||
local f2 = args[2]
|
local f2 = args[2]
|
||||||
|
local f3=args[3]
|
||||||
-- 释放技能后
|
-- 释放技能后
|
||||||
local onSkillEnd = function(skill)
|
local onSkillEnd = function(skill)
|
||||||
if skill and skill.type == BattleSkillType.Special then
|
if skill and skill.type == BattleSkillType.Special then
|
||||||
BattleUtil.RandomAction(f1, function()
|
BattleUtil.RandomAction(f1, function()
|
||||||
--BattleLogic.WaitForTrigger(0.1, function()
|
BattleLogic.WaitForTrigger(0.1, function()
|
||||||
LogError("技能触发再次释放技能"..f2)
|
LogError("技能触发再次释放技能"..f2)
|
||||||
role:InsertExtraSkill(f2)
|
role:InsertExtraSkill(f2,f3)
|
||||||
--end)
|
end)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -4746,11 +4751,12 @@ local passivityList = {
|
||||||
-- a[float]
|
-- a[float]
|
||||||
[243] = function(role, args)
|
[243] = function(role, args)
|
||||||
local f1 = args[1]
|
local f1 = args[1]
|
||||||
|
local f2=args[2]
|
||||||
local onRoleHit = function(target)
|
local onRoleHit = function(target)
|
||||||
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
|
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
|
||||||
-- local target = RoleManager.GetAliveAggro(role)
|
-- local target = RoleManager.GetAliveAggro(role)
|
||||||
--BattleUtil.CalDamage(nil, role, target, 1, f1)
|
--BattleUtil.CalDamage(nil, role, target, 1, f1)
|
||||||
role:InsertExtraSkill(f1)
|
role:InsertExtraSkill(f1,f2)
|
||||||
LogError("击杀触发再次释放技能")
|
LogError("击杀触发再次释放技能")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -208,7 +208,7 @@ ShieldTypeName = {
|
||||||
ExtraReleaseSkill={
|
ExtraReleaseSkill={
|
||||||
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
|
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
|
||||||
skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
|
skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
|
||||||
skill3={1151111,0.05,0,1,{220000,1,0.86,2}},
|
skill3={1151111,0.05,0,1,{220000,{1,0.86,2}}},
|
||||||
skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
|
skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -321,7 +321,7 @@ function RoleLogic:SkillCast(skill, func)
|
||||||
skill:Cast(_CheckRage)
|
skill:Cast(_CheckRage)
|
||||||
|
|
||||||
-- 没有沉默,释放大技能
|
-- 没有沉默,释放大技能
|
||||||
elseif skill.type == BattleSkillType.Special and not self.ctrl_slient then
|
elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and not self.ctrl_slient then
|
||||||
-- 先消耗怒气
|
-- 先消耗怒气
|
||||||
if skill.isRage then
|
if skill.isRage then
|
||||||
if self.Rage < self.SuperSkillRage then
|
if self.Rage < self.SuperSkillRage then
|
||||||
|
@ -379,16 +379,21 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
|
||||||
end
|
end
|
||||||
|
|
||||||
--加入额外技能,用于额外释放技能 by:王振兴
|
--加入额外技能,用于额外释放技能 by:王振兴
|
||||||
function RoleLogic:InsertExtraSkill(id)
|
function RoleLogic:InsertExtraSkill(id,type)
|
||||||
local effectData=BattleUtil.GetExtraSkillbyId(id)
|
local effectData=BattleUtil.GetExtraSkillbyId(id)
|
||||||
if effectData then
|
if effectData then
|
||||||
|
local skillType=BattleSkillType.Extra
|
||||||
|
--如果type为1则按绝技处理,不为1的话按额外技能处理(额外技能因为被动判断会判断是否是绝技类型,所以不会触发)
|
||||||
|
if type==1 then
|
||||||
|
skillType=BattleSkillType.Special
|
||||||
|
end
|
||||||
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
|
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
|
||||||
SkillManager.InsertSkill(self, effectData, BattleSkillType.Special, nil, true, false)
|
SkillManager.InsertSkill(self, effectData, skillType, nil, true, false)
|
||||||
BattleLogManager.Log(
|
BattleLogManager.Log(
|
||||||
"Add Skill",
|
"Add Skill",
|
||||||
"camp", self.camp,
|
"camp", self.camp,
|
||||||
"pos", self.position,
|
"pos", self.position,
|
||||||
"type", BattleSkillType.Extra,
|
"type", skillType,
|
||||||
"isRage", tostring(false),
|
"isRage", tostring(false),
|
||||||
"isAdd", tostring(true),
|
"isAdd", tostring(true),
|
||||||
"targets", targets and #targets or "0"
|
"targets", targets and #targets or "0"
|
||||||
|
|
|
@ -101,7 +101,7 @@ function this.SingleDataShow(pre,value)
|
||||||
end
|
end
|
||||||
for i = 1, #shows do
|
for i = 1, #shows do
|
||||||
if itemsGrid[pre][i] then
|
if itemsGrid[pre][i] then
|
||||||
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,cursortingOrder)
|
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
|
||||||
itemsGrid[pre][i].gameObject:SetActive(true)
|
itemsGrid[pre][i].gameObject:SetActive(true)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -117,7 +117,7 @@ function this.SingleDataShow(pre,value)
|
||||||
obj.gameObject:SetActive(true)
|
obj.gameObject:SetActive(true)
|
||||||
end
|
end
|
||||||
for i = 1, #shows do
|
for i = 1, #shows do
|
||||||
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,cursortingOrder)
|
itemsGrid[pre][i]:OnOpen(false, {shows[i][1],shows[i][2]}, 0.9,false,false,false,sortingOrder)
|
||||||
itemsGrid[pre][i].gameObject:SetActive(true)
|
itemsGrid[pre][i].gameObject:SetActive(true)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -40,9 +40,9 @@ function this.SetBasicValues(giftGoodsList)
|
||||||
|
|
||||||
local rechargeConfig = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, giftGoodsInfo.goodsId)
|
local rechargeConfig = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, giftGoodsInfo.goodsId)
|
||||||
|
|
||||||
LogGreen("------充值活动-----------礼包类型:".. rechargeConfig.Type .." 礼包ID:".. giftGoodsInfo.goodsId .." 已购:"
|
-- LogGreen("------充值活动-----------礼包类型:".. rechargeConfig.Type .." 礼包ID:".. giftGoodsInfo.goodsId .." 已购:"
|
||||||
..giftGoodsInfo.buyTimes.." 开始:"..giftGoodsInfo.startTime.." 结束:"
|
-- ..giftGoodsInfo.buyTimes.." 开始:"..giftGoodsInfo.startTime.." 结束:"
|
||||||
..giftGoodsInfo.endTime .. " 可购(没卵用):" .. giftGoodsInfo.dynamicBuyTimes)
|
-- ..giftGoodsInfo.endTime .. " 可购(没卵用):" .. giftGoodsInfo.dynamicBuyTimes)
|
||||||
|
|
||||||
|
|
||||||
if giftGoodsInfoList[rechargeConfig.Type] then
|
if giftGoodsInfoList[rechargeConfig.Type] then
|
||||||
|
|