[战斗]===========================注释无用注释

onepiece_demo_arena
wangzhenxing 2023-10-20 18:30:02 +08:00
parent 98168f92a1
commit 3f12999263
3 changed files with 36 additions and 42 deletions

View File

@ -54,6 +54,7 @@ end
--效果表
local effectList = {
--造成[a]%的[b]伤害
--a[float],b[伤害类型]
[1] = function(caster, target, args, interval, skill)
@ -3152,8 +3153,8 @@ local effectList = {
BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
LogError("attackdamage"..os.date())
LogError("currentframe"..BattleLogic.CurFrame())
--LogError("attackdamage"..os.date())
--LogError("currentframe"..BattleLogic.CurFrame())
end)
@ -3163,7 +3164,7 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
LogError("attackdamage"..os.date())
--LogError("attackdamage"..os.date())
end)
end
@ -3206,8 +3207,6 @@ local effectList = {
--添加一个[a]印记,持续[b]回合
--a[int]:7逆风风 8顺风风
[162] = function(caster, target, args, interval, skill)
local type = args[1]
@ -3222,34 +3221,7 @@ local effectList = {
target:AddBuff(Buff.Create(caster, BuffName.BreakArmor, round,type))
end)
end,
--为目标添加[a]属性[b]%的御甲
--a[int],b[float]
[163] = function(caster, target, args, interval, skill)
local pro = args[1]
local v1 = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
--如果身上有御甲就添加御甲的值
BattleUtil.AddBlood(target,val)
end)
end,
--如果目标生命百分比小于等于[a]%,直接斩杀剩余所有血量(御甲无效)
--a[float]
[164] = function(caster, target, args, interval, skill)
local prop = args[1]
local isBoss=BattleUtil.CheckIsBoss(target)
if isBoss then
return
end
local curProp=BattleUtil.GetHPPencent(target)
if curProp>prop then
return
end
BattleUtil.Seckill(skill,caster,target)
end,
--近战造成[a]次,[b]%的[C]伤害
--a[int],b[float],C[伤害类型]
[163] = function(caster, target, args, interval, skill)
@ -3264,8 +3236,8 @@ local effectList = {
BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
LogError("attackdamage"..os.date())
LogError("currentframe"..BattleLogic.CurFrame())
--LogError("attackdamage"..os.date())
--LogError("currentframe"..BattleLogic.CurFrame())
end)
@ -3275,7 +3247,7 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
LogError("attackdamage"..os.date())
--LogError("attackdamage"..os.date())
end)
end
@ -3291,6 +3263,34 @@ local effectList = {
end)
end,
--为目标添加[a]属性[b]%的御甲
--a[int],b[float]
[165] = function(caster, target, args, interval, skill)
local pro = args[1]
local v1 = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
--如果身上有御甲就添加御甲的值
BattleUtil.AddBlood(target,val)
end)
end,
--如果目标生命百分比小于等于[a]%,直接斩杀剩余所有血量(御甲无效)
--a[float]
[166] = function(caster, target, args, interval, skill)
local prop = args[1]
local isBoss=BattleUtil.CheckIsBoss(target)
if isBoss then
return
end
local curProp=BattleUtil.GetHPPencent(target)
if curProp>prop then
return
end
BattleUtil.Seckill(skill,caster,target)
end,
}
return effectList

View File

@ -376,12 +376,6 @@ function BattleLogic.CheckBattleLogic()
local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
if role~=nil then
LogError(role.roleData.roleId.."当前回合"..CurRound)
else
LogError("当前回合"..CurRound)
end
if role and not role:IsRealDead() and not role.isExile then
SkillRole = role
break

View File

@ -115,7 +115,7 @@ function Skill:Cast(func)
end)
-- 技能结束
self:EndSkill()
LogError("end"..os.date())
--LogError("end"..os.date())
--技能消息发送完后 iskill 设置为false
self.isKill=false
end)