Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

jiaoyangna 2020-08-28 16:37:01 +08:00
commit 14e58ae443
21 changed files with 730 additions and 15 deletions

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@ -1876,6 +1876,10 @@ local passivityList = {
[108] = function(role, args)
local f1 = args[1]
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
local rDamage = f1 * damage
@ -4729,14 +4733,15 @@ local passivityList = {
[242] = function(role, args)
local f1 = args[1]
local f2 = args[2]
local f3=args[3]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and skill.type == BattleSkillType.Special then
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)
role:InsertExtraSkill(f2)
--end)
role:InsertExtraSkill(f2,f3)
end)
end)
end
end
@ -4746,11 +4751,12 @@ local passivityList = {
-- a[float]
[243] = function(role, args)
local f1 = args[1]
local f2=args[2]
local onRoleHit = function(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
-- local target = RoleManager.GetAliveAggro(role)
--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")
end
end

View File

@ -208,7 +208,7 @@ ShieldTypeName = {
ExtraReleaseSkill={
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
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}}},
}

View File

@ -321,7 +321,7 @@ function RoleLogic:SkillCast(skill, func)
skill:Cast(_CheckRage)
-- 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
if skill.isRage then
if self.Rage < self.SuperSkillRage then
@ -379,16 +379,21 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
end
--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)
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
SkillManager.InsertSkill(self, effectData, BattleSkillType.Special, nil, true, false)
SkillManager.InsertSkill(self, effectData, skillType, nil, true, false)
BattleLogManager.Log(
"Add Skill",
"camp", self.camp,
"pos", self.position,
"type", BattleSkillType.Extra,
"type", skillType,
"isRage", tostring(false),
"isAdd", tostring(true),
"targets", targets and #targets or "0"

View File

@ -101,7 +101,7 @@ function this.SingleDataShow(pre,value)
end
for i = 1, #shows do
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)
end
end
@ -117,7 +117,7 @@ function this.SingleDataShow(pre,value)
obj.gameObject:SetActive(true)
end
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)
end
end

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@ -40,9 +40,9 @@ function this.SetBasicValues(giftGoodsList)
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:"
..giftGoodsInfo.buyTimes.." 开始:"..giftGoodsInfo.startTime.." 结束:"
..giftGoodsInfo.endTime .. " 可购(没卵用)" .. giftGoodsInfo.dynamicBuyTimes)
-- 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.endTime .. " 可购(没卵用)" .. giftGoodsInfo.dynamicBuyTimes)
if giftGoodsInfoList[rechargeConfig.Type] then