From 59b36cbf944ef4e370a4971a663991f28756625d Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Fri, 16 Jul 2021 18:36:52 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=E8=A2=AB=E5=8A=A8292=20=E4=BF=AE=E6=94=B9=20=20=20=E8=BF=BD?= =?UTF-8?q?=E5=8A=A0=E5=BE=97=E6=8A=80=E8=83=BD=E4=B8=80=E6=AC=A1=E8=A1=8C?= =?UTF-8?q?=E5=8A=A8=E5=8F=AA=E8=BF=BD=E5=8A=A0=E4=B8=80=E6=AC=A1=EF=BC=8C?= =?UTF-8?q?=E4=B8=94=E4=B8=8D=E8=A7=A6=E5=8F=91=E4=BB=BB=E4=BD=95=E7=89=B9?= =?UTF-8?q?=E6=80=A7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Modules/Battle/Logic/Base/Passivity.lua | 21 ++++++++++++++++++- .../Modules/Battle/Logic/SkillManager.lua | 7 +++++-- 2 files changed, 25 insertions(+), 3 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index d52ab78f08..da9ef5c07f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -6486,11 +6486,15 @@ local passivityList = { local targets = args[1] local f1 = args[2] local f2=args[3] + local isTurn=false local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) if not skill then return end - + --改为一次行动只触发一次,不管这次行动追加多少次技能,击杀多少次,都只触发一次 by:wangzhenxing dengdan 2021/7/16 + if not isTurn then + return + end if skill.isNotLoop then return end @@ -6506,12 +6510,25 @@ local passivityList = { --role:InsertExtraSkill(f1,f2) local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}} SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true) + isTurn=false if skill then table.insert(skill.triggerPassivityId,id) end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) + + + local onRoleTurnStart=function() + isTurn=true + end + role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role) + + -- local onRoleTurnEnd=function() + -- isTurn=false + -- end + -- role.Event:AddEvent(BattleEventName.RoleTurnEnd,onRoleTurnEnd,nil,nil,role) + end, --魂印[a]改变控制概率[b]% ,减员[c]改变控制概率[d]%,减员[e]改变伤害[f]%(只作用于主动技能效果120) --a[改变类型]b[float] c[改变类型] d[int] e[改变类型] f[flaot] @@ -6522,6 +6539,7 @@ local passivityList = { local f2 = args[4] local ct3 = args[5] local f3 = args[6] + local onSkillEffectBefore = function(skill, e, func) if skill.type == BattleSkillType.Special then if e.type == 120 then -- 当前只对技能效果103生效 @@ -6538,6 +6556,7 @@ local passivityList = { end end role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore,nil,nil,role) + end, --如果被持续治疗的神将是[a]系神将,持续治疗效果[b]改变[c]回合,并添加免疫[d]的效果,并且移除[e]效果(e 不填不会移除) --a[int,角色职业] b[int,改变类型] c[int] d[int,控制类型] e[int 控制类型] diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua index 16dec5ef55..243949d49e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua @@ -65,15 +65,18 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri return end local skill = skillPool:Get() + --角色被混乱后 - isTriggerJudge=true + if isTriggerJudge==nil then + isTriggerJudge=true + end if caster.ctrl_chaos and type~=BattleSkillType.DeadSkill then type=BattleSkillType.ChaosNormal --混乱普攻使用普攻特效 effectData={caster.skill[1],caster.skill[2],caster.skill[3],caster.skill[4],{100001,{1,1,1}}} isTriggerJudge=false end - skill:Init(caster, effectData, type, targets, isAdd, isRage) + skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge) skill.isNotLoop=isLoop if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列 table.insert(this.DeadSkillList, 1, skill)