【战斗】================不触发特性相关修改
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8ea6f2fcf8
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44a0b80b84
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@ -99,7 +99,7 @@ function EffectCaster:ChooseTarget()
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local function _PassiveTarget(targets)
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local function _PassiveTarget(targets)
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self.effectTargets[i] = targets
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self.effectTargets[i] = targets
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end
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end
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self.skill.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget)
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self.skill.owner.Event:DispatchEvent(BattleEventName.SkillTargetCheck, _PassiveTarget,self.skill)
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end
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end
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end
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end
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end
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end
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File diff suppressed because it is too large
Load Diff
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@ -472,8 +472,8 @@ function BattleUtil.Seckill(skill, atkRole, defRole)
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if finalDmg >= 0 then
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if finalDmg >= 0 then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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defRole:SetDead()
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defRole:SetDead()
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole,skill)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
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atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
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@ -505,7 +505,7 @@ function BattleUtil.SeckillHP(skill, atkRole, defRole, pro)
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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defRole:SetDead()
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defRole:SetDead()
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
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atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
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@ -637,7 +637,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
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defRole:SetDead()
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defRole:SetDead()
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill)
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end
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end
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@ -754,7 +754,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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--加入被动效果 触发暴击被动
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--加入被动效果 触发暴击被动
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local critFunc = function(critEx) critDamageFactor = critEx end
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local critFunc = function(critEx) critDamageFactor = critEx end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc)
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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end
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end
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-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
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-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
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@ -762,7 +762,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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-- 公式计算完成
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-- 公式计算完成
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local damageFunc = function(damage) fixDamage = damage end
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local damageFunc = function(damage) fixDamage = damage end
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage)
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atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, fixDamage,skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, fixDamage)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, fixDamage)
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fixDamage = max(floor(attack * 0.1), fixDamage)
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fixDamage = max(floor(attack * 0.1), fixDamage)
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@ -366,7 +366,7 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
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type=BattleSkillType.ChaosNormal
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type=BattleSkillType.ChaosNormal
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--混乱普攻使用普攻特效
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--混乱普攻使用普攻特效
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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--isTriggerJudge=false
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isTriggerJudge=false
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end
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end
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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--
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--
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