【战斗】================不触发特性相关修改

dev_chengFeng
wangzhenxing 2021-02-04 14:24:56 +09:00
parent 8ea6f2fcf8
commit 44a0b80b84
4 changed files with 695 additions and 185 deletions

View File

@ -99,7 +99,7 @@ function EffectCaster:ChooseTarget()
local function _PassiveTarget(targets)
self.effectTargets[i] = targets
end
self.skill.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget)
self.skill.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget,self.skill)
end
end
end

View File

@ -472,8 +472,8 @@ function BattleUtil.Seckill(skill, atkRole, defRole)
if finalDmg >= 0 then
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
defRole:SetDead()
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole,skill)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
@ -505,7 +505,7 @@ function BattleUtil.SeckillHP(skill, atkRole, defRole, pro)
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
defRole:SetDead()
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
@ -637,7 +637,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
defRole:SetDead()
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill)
end
@ -754,7 +754,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
--加入被动效果 触发暴击被动
local critFunc = function(critEx) critDamageFactor = critEx end
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc)
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
end
-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
@ -762,7 +762,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
-- 公式计算完成
local damageFunc = function(damage) fixDamage = damage end
atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage)
atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage,skill)
defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, fixDamage)
fixDamage = max(floor(attack * 0.1), fixDamage)

View File

@ -366,7 +366,7 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
type=BattleSkillType.ChaosNormal
--混乱普攻使用普攻特效
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
--isTriggerJudge=false
isTriggerJudge=false
end
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
--