【战斗】====清除盾效果添加破盾提示文字,清除免疫,持续伤害,控制效果添加清除提示;被动278修改;被动添加排序;控制效果结束修改
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fd9fc05994
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2e886d4524
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@ -2234,4 +2234,6 @@
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[12233] = GetLanguageStrById("核心神将:"),
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[12234] = GetLanguageStrById("%d次内必得金色及以上魂印"),
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[12235] = GetLanguageStrById("重连失败,请重新登录"),
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[12236] = GetLanguageStrById("破盾"),
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[12237] = GetLanguageStrById("清除"),
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}
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@ -976,7 +976,11 @@ end
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function this.GetArtFontConfig(_ArtFontType)
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if _ArtFontType == BattleArtFontType.Immune then
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return {type = 2, content = Language[10203]}
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return {type = 2, content = Language[10203]}
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elseif _ArtFontType == BattleArtFontType.Shield then
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return {type = 2, content = Language[12236]}
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elseif _ArtFontType == BattleArtFontType.clear then
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return {type = 2, content = Language[12237]}
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end
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end
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@ -227,6 +227,13 @@ function BuffManager:ClearBuff(target, func)
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while idx <= list.size do
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local buff = list.buffer[idx]
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if buff.target == target and (not func or (func and buff.clear and func(buff))) then
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if func and func(buff) then
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if buff.type== BuffName.Shield then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Shield)
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elseif buff.type== BuffName.DOT or buff.type==BuffName.Control or buff.type==BuffName.Immune then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
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end
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end
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buff:OnEnd()
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buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
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putBuff(buff)
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@ -5664,7 +5664,11 @@ local passivityList = {
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if defRole and defRole.camp~=role.camp and skill.owner==role and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
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BattleUtil.RandomAction(pro, function()
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BattleLogic.BuffMgr:ClearBuff(defRole, function(buff)
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return buff.type == BuffName.Immune and (buff.immuneType == 4 or buff.immuneType == 2)
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if buff.type == BuffName.Immune and (buff.immuneType == 4 or buff.immuneType == 2) then
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buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
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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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end)
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end
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@ -6081,7 +6085,7 @@ local passivityList = {
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local v1=args[2]
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local OnBuffEnd=function(buff)
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if buff and not buff.target:IsDead() and buff.caster==role and buff.type==BuffName.Shield then
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role,buff.target, val)
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end
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end
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@ -40,6 +40,10 @@ end
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--效果结束时调用一次
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function Control:OnEnd()
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--如果还有同类型的控制效果,就返回
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if BattleLogic.BuffMgr:HasBuff(self.target, BuffName.Control, function (buff) return buff~=self and buff.ctrlType == self.ctrlType end) then
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return
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end
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if self.ctrlType == 1 then --眩晕
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self.target.ctrl_dizzy = false
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elseif self.ctrlType == 2 then --沉默
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@ -328,4 +328,6 @@ BattleRoleElementType = {
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BattleArtFontType = {
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Immune = 1, -- 免疫文字
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Shield = 2, --破盾文字
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clear = 3, --清除文字
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}
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@ -84,6 +84,7 @@ function RoleLogic:Init(uid, data, position)
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self.type = BattleUnitType.Role
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self.passiveList = {}
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if data.passivity and #data.passivity > 0 then
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table.sort(data.passivity,function(a,b)return a[1] < b[1] end)
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for i = 1, #data.passivity do
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local v = data.passivity[i]
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local passivityId=v[1]
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@ -96,7 +97,7 @@ function RoleLogic:Init(uid, data, position)
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if BattleUtil.Passivity[id] then
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BattleUtil.Passivity[id](self, args,passivityId,judge)
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-- 加入被动列表
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table.insert(self.passiveList, {id, args})
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table.insert(self.passiveList, {id, args,passivityId})
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end
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end
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end
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