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b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -135,10 +135,10 @@ function this.GetPassivityData(passivityList) local orderList = {} local coverList = {} for i = 1, #passivityList do - local passiveId = tonumber(passivityList[i]) + local passiveId = tonumber(passivityList[i]) local cfg = PassiveSkillLogicConfig[passiveId] -- 判断技能是否在战斗中生效 - if cfg and cfg.EffectiveRange == 1 then + if cfg and cfg.EffectiveRange == 1 then -- 判断是否有需要覆盖的被动技能 local coverId = cfg.CoverID if coverId and coverId ~= 0 then @@ -153,9 +153,11 @@ function this.GetPassivityData(passivityList) -- 没有被覆盖,数据加入 local pass = {} if cfg and cfg.Type ~= 0 then - pass[1] = cfg.Type + pass[1]=passiveId + pass[2]=cfg.Judge + pass[3] = cfg.Type for j = 1, #cfg.Value do - pass[j + 1] = cfg.Value[j] + pass[j + 3] = cfg.Value[j] end orderList[passiveId] = pass end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 4e61181687..8aba1c6739 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -50,7 +50,6 @@ local passivityList = { local pro1 = args[2] local f2 = args[3] local pro2 = args[4] - local OnSkillCast = function(skill) BattleUtil.RandomAction(f1, function () local duration = 0 @@ -1532,12 +1531,12 @@ local passivityList = { -- 技能伤害增加[a]%,[b]改变 -- a[float]b[改变类型] - [91] = function(role, args) + [91] = function(role, args,id,judge) local f1 = args[1] local ct = args[2] local passivityDamaging = function(func, caster, damage,skill, dotType, bCrit) --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 then + if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then return end if func and skill and (skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra) then @@ -1956,7 +1955,7 @@ local passivityList = { -- 战斗第[a]回合造成伤害必定暴击 -- a[int] - [112] = function(role, args) + [112] = function(role, args,id,judge) local i1 = args[1] local function onRoleDamageAfter(target) target.isFlagCrit = false @@ -1964,7 +1963,7 @@ local passivityList = { end local function onRoleDamageBefore(target, factorFunc, damageType, skill) --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 then + if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then return end if BattleLogic.GetCurRound() == i1 then @@ -2013,7 +2012,7 @@ local passivityList = { -- 战斗第[a]回合增加[c]%的自身伤害持续[e]回合,[f]改变 -- a[int]c[float]e[int]f[改变] - [115] = function(role, args) + [115] = function(role, args,id,judge) local i1 = args[1] local f1 = args[2] local i2 = args[3] or 1 @@ -2022,7 +2021,7 @@ local passivityList = { -- 如果是技能的伤害则判断加成 local onPassiveDamaging = function(func, target, damage, skill) --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 then + if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then return end if skill and skill.type==BattleSkillType.Special then @@ -2749,7 +2748,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) end, - -- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合 + -- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合 -- a[float]b[持续伤害状态]c[int] [147] = function(role, args) local f1 = args[1] @@ -2765,8 +2764,6 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.RoleBeHit, onRoleBeHit) end, - - -- 直接伤害击杀[a]目标回复[b]%的最大生命 -- a[持续伤害状态]b[float] [148] = function(role, args) @@ -3831,11 +3828,10 @@ local passivityList = { -- 对敌方造成伤害如被分摊其分摊比降低[a]% -- a[float] - [196] = function(role, args) + [196] = function(role, args,id,judge) local f1 = args[1] local type = args[2] - local onDamageBeShare = function(func,skill) - --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing + local onDamageBeShare = function(func,skill) --普攻不会被降低分摊 2020/11/17 wangzhenxing lihaiyang if type==1 and skill and skill.type~=BattleSkillType.Normal then return @@ -3843,8 +3839,8 @@ local passivityList = { if type==2 and skill and skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then return end - - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 then + --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing + if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then return end if func then func(f1, CountTypeName.Sub) end @@ -4053,9 +4049,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging) end, - - - --技能治疗系数[a]改变[b]%(作用于主动技能效果103) + --技能治疗系数[a]改变[b]%(作用于主动技能效果103) --a[改变类型]b[float] [206] = function(role, args) local ct = args[1] @@ -4073,7 +4067,6 @@ local passivityList = { role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore) end, - -- 释放技能有[a]%几率对敌方后排造成[b]%[c]伤害 -- a[float]b[float]c[伤害类型] [207] = function(role, args) @@ -4837,18 +4830,18 @@ local passivityList = { end, -- (直接伤害(目前没有明确定义直接伤害))直接伤害击杀目标自身增加[a]点怒气 重写92被动效果 每次释放技能只触发一次 -- a[int] - [245] = function(role, args) + [245] = function(role, args,id) local i1 = args[1] local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,245) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then role:AddRage(i1, CountTypeName.Add) if skill then -- skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,245) + table.insert(skill.triggerPassivityId,id) end end end @@ -4857,14 +4850,14 @@ local passivityList = { -- 直接伤害每次击杀目标增加[a]%的[b]可叠加持续至战斗结束[c]改变 重写103效果 每次释放技能只触发一次 -- a[float]b[属性]c[改变类型] - [246] = function(role, args) + [246] = function(role, args,id) local f1 = args[1] local pro = args[2] local ct = args[3] -- 释放技能后 local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,246) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then @@ -4873,7 +4866,7 @@ local passivityList = { role:AddBuff(buff) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,246) + table.insert(skill.triggerPassivityId,id) end end end @@ -4881,12 +4874,12 @@ local passivityList = { end, -- 直接伤害击杀目标后追加[a]次普攻 重写114 一次技能只触发一次被动 -- a[int] - [247] = function(role, args) + [247] = function(role, args,id) local i1 = args[1] -- 释放技能后 local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,247) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -4895,7 +4888,7 @@ local passivityList = { end if skill then -- skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,247) + table.insert(skill.triggerPassivityId,id) end end end @@ -4904,12 +4897,12 @@ local passivityList = { -- 直接伤害击杀目标回复自身[a]%的[b] 重写116 一次技能只触发一次被动 -- a[float] - [248] = function(role, args) + [248] = function(role, args,id) local f1 = args[1] -- 释放技能后 local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,248) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -4917,7 +4910,7 @@ local passivityList = { BattleUtil.CalTreat(role, role, treat) if skill then -- skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,248) + table.insert(skill.triggerPassivityId,id) end end end @@ -4926,12 +4919,12 @@ local passivityList = { -- 直接伤害击杀目标下回合攻击[a]%暴击(TODO:目前为增加[a]%) 重写125 一次技能只触发一次被动 -- a[float] - [249] = function(role, args) + [249] = function(role, args,id) local f1 = args[1] -- 释放技能后 local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,249) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -4939,7 +4932,7 @@ local passivityList = { role:AddBuff(buff) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,249) + table.insert(skill.triggerPassivityId,id) end end end @@ -4948,7 +4941,7 @@ local passivityList = { -- 直接伤害每次击杀目标增加自身伤害[a]%,[b]改变,可叠加持续至战斗结束 重写132 一次技能只触发一次被动 -- a[float]b[改变类型] - [250] = function(role, args) + [250] = function(role, args,id) local f1 = args[1] local ct = args[2] @@ -4958,14 +4951,14 @@ local passivityList = { -- 击杀数量累加 local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,250) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then killNum = killNum + 1 if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,250) + table.insert(skill.triggerPassivityId,id) end end end @@ -4994,12 +4987,12 @@ local passivityList = { -- 直接伤害击杀[a]目标回复[b]%的最大生命 重写148 一次技能只触发一次被动 -- a[持续伤害状态]b[float] - [251] = function(role, args) + [251] = function(role, args,id) local dot = args[1] local f1 = args[2] local function onHit(target, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,251) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -5008,7 +5001,7 @@ local passivityList = { BattleUtil.ApplyTreat(role, role, value) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,251) + table.insert(skill.triggerPassivityId,id) end end role.Event:RemoveEvent(BattleEventName.RoleHit, onHit) @@ -5023,18 +5016,18 @@ local passivityList = { -- 直接伤害击杀目标回复自身[a]点怒气 重写153 一次技能只触发一次被动 -- a[int] - [252] = function(role, args) + [252] = function(role, args,id) local i1 = args[1] local onHit = function(target, damage, bCrit, finalDmg,damageType,skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,252) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then role:AddRage(i1, CountTypeName.Add) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,252) + table.insert(skill.triggerPassivityId,id) end end end @@ -5043,13 +5036,13 @@ local passivityList = { -- 击杀目标后对敌方血量百分比最低两名角色造成[a]%[b]伤害 重写170 一次技能只触发一次被动 -- a[float]b[伤害类型] - [253] = function(role, args) + [253] = function(role, args,id) local f1 = args[1] local dt = args[2] -- 直接伤害后 local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发����� return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,253) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -5064,7 +5057,7 @@ local passivityList = { end if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,253) + table.insert(skill.triggerPassivityId,id) end end end @@ -5073,11 +5066,11 @@ local passivityList = { -- 直接伤害击杀目标对仇恨目标造成[a]%物理伤害 重写185 一次技能只触发一次被动 -- a[float] - [254] = function(role, args) + [254] = function(role, args,id) local f1 = args[1] local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,254) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -5085,7 +5078,7 @@ local passivityList = { BattleUtil.CalDamage(nil, role, target, 1, f1) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,254) + table.insert(skill.triggerPassivityId,id) end end end @@ -5094,11 +5087,11 @@ local passivityList = { -- 技能直接击杀敌方目标时有[a]%概率获得目标剩余所有怒气(输出武将佩戴)重写197 一次技能只触发一次被动 -- a[float] - [255] = function(role, args) + [255] = function(role, args,id) local f1 = args[1] local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,255) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then @@ -5106,7 +5099,7 @@ local passivityList = { role:AddRage(target.Rage, CountTypeName.Add) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,255) + table.insert(skill.triggerPassivityId,id) end end) end @@ -5116,16 +5109,16 @@ local passivityList = { -- 直接伤害击杀目标释放[a]技能。 重新243 一次技能只触发一次被动 -- a[float] - [256] = function(role, args) + [256] = function(role, args,id,judge) local f1 = args[1] local f2=args[2] local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) --如果是技能并且这个被动已经被触发过 return - if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,256) then + if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then return end --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 then + if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then return end if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then @@ -5135,7 +5128,7 @@ local passivityList = { role:InsertExtraSkill(f1,f2) if skill then --skill.isTriggePassivity=true - table.insert(skill.triggerPassivityId,256) + table.insert(skill.triggerPassivityId,id) end end end @@ -5471,7 +5464,249 @@ local passivityList = { end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit) - end + end, + -- 受到[a]状态敌人攻击时受到伤害[b]改变[c]怒气 + -- a[持续伤害状态]b[改变类型]c[int] + [271] = function(role, args) + local dot = args[1] + local ct = args[2] + local f1 = args[3] + local onPassiveBeDamaging = function(func, caster, damage) + if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end) then + role:AddRage(f1,ct) + end + end + role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging) + end, + -- 战斗第回合概率无敌,回合数每增加1,概率是之前的[a] + -- a[float] + [272] = function(role, args) + local i1 = args[1] + local buff=nil + local isTrigger=true + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) + local pro=0 + if curRound>0 then + pro=i1^(curRound-1) + LogError("cur round pro "..pro) + end + if isTrigger then + local isAdd=BattleUtil.RandomAction(pro, function () + buff = Buff.Create(role, BuffName.Shield, 1, ShieldTypeName.AllReduce, 0, 0) + buff.clear = false + role:AddBuff(buff) + end) + isTrigger=isAdd + end + end) + end, + -- 释放技能时如目标处于[a]状态,解除周围人系神将的异常状态 + -- a[持续伤害状态]b[float] + [273] = function(role, args) + local dot = args[1] + local f1 = args[2] + local onHit = function(target, damage, bCrit, finalDmg) + --屏蔽相同阵应 + if target and target.camp==role.camp then + return + end + if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then + local list = RoleManager.GetNeighbor(role, 1) + if list then + for key, value in pairs(list) do + if value and value~=role and value.element==role.element then + -- 清除所有负面buff + BattleLogic.BuffMgr:ClearBuff(self.target, function (buff) + return buff.type == BuffName.Control or buff.type == BuffName.DOT + end) + end + end + end + end + end + local onSkillCast = function(skill) + if skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra then + role.Event:AddEvent(BattleEventName.RoleHit, onHit) + end + end + -- 技能后后 + local onSkillCastEnd = function(skill) + if skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra then + role.Event:RemoveEvent(BattleEventName.RoleHit, onHit) + end + end + role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast) + role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd) + end, + --受到[a]目标攻击时,自身免疫控制和减怒 + --a[int 持续伤害类型] b,c[int 持续伤害类型] + [274] = function(role,args) + local sta1=args[1] + local sta2=args[2] + local sta3=args[3] + local skiller=nil + local immune = function(buff) + return buff.type == BuffName.Control + end + local curBuff=nil + local immuneState=false + local onRoleDamageBefore=function(atkRole, factorFunc, damageType, skill) + if atkRole.camp~= role.camp and BattleLogic.BuffMgr:HasBuff(skill.owner, BuffName.DOT, function (buff) return buff.damageType == sta1 end) then + --curBuff=Buff.Create(role, BuffName.Immune, 1,4,immune) + -- role:AddBuff(curBuff) + role.buffFilter:Add(immune) + immuneState=role.isImmuneReduceRage + if not immuneState then + role.isImmuneReduceRage=true + end + skiller=atkRole + end + end + role.Event:AddEvent(BattleEventName.RoleBeDamagedBefore,onRoleDamageBefore) + + -- 释放技能后 + local onSkillEnd = function(skill) + if skill and skill.owner==skiller then + --if curBuff then + -- BattleLogic.BuffMgr:ClearBuff(role, function (buff) + -- return buff==curBuff + -- end) + for i = 1, role.buffFilter.size do + if role.buffFilter.buffer[i] == immune then + role.buffFilter:Remove(i) + break + end + end + role.isImmuneReduceRage=immuneState + -- end + end + end + BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) + end, + + + -- 释放技能后[a]方 [b]最高[c]阵营 友方改变[d][e]点怒气 + -- a[int,敌我方] 0:我方 1:敌方,b[int 属性类型], c[int 阵营id], d[int 改变类型], e[int] + [275] = function(role, args) + local camp = args[1] + local pro=args[2] + local ele=args[3] + local ct=args[4] + local num=args[5] + -- 释放技能后 + local onSkillEnd = function(skill) + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then + local list=nil + if camp==0 then + list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end) + elseif camp==1 then + list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end) + end + if not list or LengthOfTable(list)==0 then + return + end + list = BattleUtil.SortByProp(list, BattlePropList[pro],0) + if not list[1]:IsDead() then + list[1]:AddRage(num,ct) + end + end + end + role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) + end, + + -- 释放技能后 生命百分比最少[a]名[b]阵营,附加免疫控制效果,持续[c]回合 + -- a[int],b[int 阵营id],c[int] + [276] = function(role, args) + local num = args[1] + local ele=args[2] + local round=args[3] + -- 释放技能后 + local onSkillEnd = function(skill) + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then + local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end) + if not list or LengthOfTable(list)==0 then + return + end + list =BattleUtil.SortByHpFactor(list,1) + for i = 1,LengthOfTable(list) do + if i<=num then + if not list[i]:IsDead() then + local buff=Buff.Create(role, BuffName.Immune,round,1) + list[i]:AddBuff(buff) + end + end + end + end + end + role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) + end, + -- 减伤改为[a] 持续回合改为[b](技能效果104专属被动) + -- a[float]b[int] + [277] = function(role, args) + local dot = args[1] + local round=args[2] + local onSkillEffectBefore = function(skill, e, func) + if skill.type == BattleSkillType.Special then + if e.type == 104 then -- 当前只对技能效果104生效 + e.args[1]=dot + e.args[2]=round + if func then func(e) end + end + end + end + role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore) + end, + --为己方神将附加的护盾消失后,回复被保护的神将[a][b]%的血量 + [278]=function(role,args) + local pro=args[1] + local v1=args[2] + local OnBuffEnd=function(buff) + if buff and buff.caster==role and buff.type==BuffName.Shield then + local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro]))) + BattleUtil.CalTreat(role,buff.target, val) + end + end + role.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd) + end, + --发动技能后,[a]概率给我方[b]最高[c]名[d]阵营 [e]属性[f]改变[g],持续[h]回合 + --a[float],b[int 属性],c[int], d[int],e[int 属性],f[int 改变类型],g[float] h[int] + [279] = function(role, args) + local p1=args[1] + local p2=args[2] + local num=args[3] + local ele=args[4] + local p3=args[5] + local ct=args[6] + local v1=args[7] + local r1=args[8] + + local OnSkillCastEnd = function(skill) + if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then + BattleUtil.RandomAction(p1, function () + local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end) + if not list or LengthOfTable(list)==0 then + return + end + list =BattleUtil.SortByProp(list,BattlePropList[p2],0) + for i = 1,LengthOfTable(list) do + if i<=num then + if not list[i]:IsDead() then + local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct ) + list[i]:AddBuff(buff) + end + end + end + end) + end + end + role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd) + end, + --免疫减怒 + [280]=function(role,args) + role.isImmuneReduceRage=true + LogError("角色免疫减怒") + end, + } return passivityList \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index 6a873d13c9..0b5795071d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -58,17 +58,20 @@ function RoleLogic:Init(uid, data, position) self.NoRageRate = 0 -- 不消耗怒气值的概率 -- + self.isImmuneReduceRage=false --是否免疫减怒 self.passiveList = {} if data.passivity and #data.passivity > 0 then for i = 1, #data.passivity do - local v = data.passivity[i] - local id = v[1] + local v = data.passivity[i] + local passivityId=v[1] + local judge=v[2] + local id = v[3] local args = {} - for j = 2, #v do - args[j-1] = v[j] + for j = 4, #v do + args[j-3] = v[j] end if BattleUtil.Passivity[id] then - BattleUtil.Passivity[id](self, args) + BattleUtil.Passivity[id](self, args,passivityId,judge) -- 加入被动列表 table.insert(self.passiveList, {id, args}) end @@ -156,7 +159,7 @@ end -- 改变怒气值 function RoleLogic:AddRage(value, type) -- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56 - if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then + if (type==3 or type==4) and (self.isImmuneReduceRage or BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end)) then LogBattle("角色身上有无敌盾,不扣除怒气") return end