[战斗]===========================注释无用注释
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@ -54,6 +54,7 @@ end
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--效果表
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local effectList = {
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--造成[a]%的[b]伤害
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--a[float],b[伤害类型]
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[1] = function(caster, target, args, interval, skill)
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@ -3152,8 +3153,8 @@ local effectList = {
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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LogError("attackdamage"..os.date())
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LogError("currentframe"..BattleLogic.CurFrame())
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--LogError("attackdamage"..os.date())
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--LogError("currentframe"..BattleLogic.CurFrame())
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end)
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@ -3163,7 +3164,7 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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LogError("attackdamage"..os.date())
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--LogError("attackdamage"..os.date())
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end)
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end
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@ -3206,8 +3207,6 @@ local effectList = {
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--添加一个[a]印记,持续[b]回合
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--a[int]:7逆风风 8:顺风风
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[162] = function(caster, target, args, interval, skill)
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local type = args[1]
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@ -3222,34 +3221,7 @@ local effectList = {
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target:AddBuff(Buff.Create(caster, BuffName.BreakArmor, round,type))
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end)
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end,
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--为目标添加[a]属性[b]%的御甲
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--a[int],b[float]
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[163] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local v1 = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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BattleUtil.AddBlood(target,val)
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end)
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end,
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--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)
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--a[float]
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[164] = function(caster, target, args, interval, skill)
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local prop = args[1]
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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local curProp=BattleUtil.GetHPPencent(target)
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if curProp>prop then
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return
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end
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BattleUtil.Seckill(skill,caster,target)
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end,
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--近战造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[163] = function(caster, target, args, interval, skill)
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@ -3264,8 +3236,8 @@ local effectList = {
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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LogError("attackdamage"..os.date())
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LogError("currentframe"..BattleLogic.CurFrame())
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--LogError("attackdamage"..os.date())
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--LogError("currentframe"..BattleLogic.CurFrame())
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end)
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@ -3275,7 +3247,7 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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LogError("attackdamage"..os.date())
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--LogError("attackdamage"..os.date())
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end)
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end
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@ -3291,6 +3263,34 @@ local effectList = {
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end)
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end,
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--为目标添加[a]属性[b]%的御甲
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--a[int],b[float]
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[165] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local v1 = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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BattleUtil.AddBlood(target,val)
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end)
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end,
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--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)
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--a[float]
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[166] = function(caster, target, args, interval, skill)
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local prop = args[1]
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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local curProp=BattleUtil.GetHPPencent(target)
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if curProp>prop then
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return
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end
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BattleUtil.Seckill(skill,caster,target)
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end,
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}
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return effectList
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@ -376,12 +376,6 @@ function BattleLogic.CheckBattleLogic()
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local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
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--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
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if role~=nil then
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LogError(role.roleData.roleId.."当前回合"..CurRound)
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else
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LogError("当前回合"..CurRound)
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end
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if role and not role:IsRealDead() and not role.isExile then
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SkillRole = role
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break
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@ -115,7 +115,7 @@ function Skill:Cast(func)
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end)
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-- 技能结束
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self:EndSkill()
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LogError("end"..os.date())
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--LogError("end"..os.date())
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--技能消息发送完后 iskill 设置为false
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self.isKill=false
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end)
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