Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

gaoxin 2021-11-15 00:18:46 +08:00
commit 4ba1a7ba68
3 changed files with 24 additions and 7 deletions

View File

@ -225,7 +225,9 @@ local effectList = {
local dt = args[2] local dt = args[2]
local f2 = args[3] local f2 = args[3]
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
target:AddBuff(Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1)) local buff=Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1)
buff.skill=skill
target:AddBuff(buff)
end) end)
end, end,
--造成[a],每秒造成[b]的[c]的伤害,持续[d]秒 --造成[a],每秒造成[b]的[c]的伤害,持续[d]秒
@ -474,7 +476,9 @@ local effectList = {
local d1 = args[1] local d1 = args[1]
local d2 = args[2] local d2 = args[2]
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)) local buff=Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
buff.skill=skill
target:AddBuff(buff)
end) end)
end, end,
--造成[a]%的[b]伤害,对[c]造成额外[d]%伤害 --造成[a]%的[b]伤害,对[c]造成额外[d]%伤害
@ -677,6 +681,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target) caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
local dot = Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1) local dot = Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
dot.skill=skill
dot.isRealDamage = true dot.isRealDamage = true
target:AddBuff(dot) target:AddBuff(dot)
end) end)
@ -1253,6 +1258,7 @@ local effectList = {
BattleUtil.CalDamage(skill, caster, target, dt, f1) BattleUtil.CalDamage(skill, caster, target, dt, f1)
local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.MaxHp), f2)) local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.MaxHp), f2))
local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, val, 1) local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, val, 1)
dot.skill=skill
dot.isRealDamage = true dot.isRealDamage = true
target:AddBuff(dot) target:AddBuff(dot)
end) end)
@ -1322,7 +1328,9 @@ local effectList = {
local dt = args[4] local dt = args[4]
local f2 = args[5] local f2 = args[5]
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
buffRandomAction(f3, target, Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1)) local buff=Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1)
buff.skill=skill
buffRandomAction(f3, target,buff)
end) end)
end, end,
--造成[a]%的[b]伤害立即结算目标身上所有dot的剩余伤害。【aoe】 --造成[a]%的[b]伤害立即结算目标身上所有dot的剩余伤害。【aoe】
@ -1745,7 +1753,9 @@ local effectList = {
local f2 = args[5] local f2 = args[5]
local f3 = args[6] local f3 = args[6]
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
buffRandomAction(f4, target, Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1)) local buff=Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1)
buff.skill=skill
buffRandomAction(f4, target,buff)
end) end)
end, end,
--造成[a]%的[b]伤害,若暴击,[g][c]%概率改变我方随机1人[d]属性[e]%,持续[f]秒。 --造成[a]%的[b]伤害,若暴击,[g][c]%概率改变我方随机1人[d]属性[e]%,持续[f]秒。
@ -1850,6 +1860,7 @@ local effectList = {
local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1) local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1)
DOT.clear = false DOT.clear = false
DOT.isDeBuff = true DOT.isDeBuff = true
DOT.skill=skill
buffRandomAction(f4, target, DOT) buffRandomAction(f4, target, DOT)
end) end)
end, end,
@ -2174,7 +2185,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target) caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function () BattleLogic.WaitForTrigger(interval, function ()
local damage = BattleUtil.ErrorCorrection(f2 * caster:GetRoleData(BattlePropList[pro])) local damage = BattleUtil.ErrorCorrection(f2 * caster:GetRoleData(BattlePropList[pro]))
BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage)) BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage),skill)
end) end)
end, end,
@ -2492,6 +2503,7 @@ local effectList = {
end end
end end
local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage) local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
buff.skill=skill
buff.isRealDamage=true buff.isRealDamage=true
target:AddBuff(buff) target:AddBuff(buff)
end) end)

View File

@ -8554,6 +8554,10 @@ local passivityList = {
if buff.type~=type then if buff.type~=type then
return return
end end
if not buff.skill then
return
end
if type==BuffName.DOT then if type==BuffName.DOT then
if buff.damageType~=type2 then if buff.damageType~=type2 then
return return
@ -8895,7 +8899,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role) role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
end, end,
-- [a]方处于[b]类型[c]状态敌人受到的直接伤害[c]改变[d]% -- [a]方处于[b]类型[c]状态敌人受到的直接伤害[d]改变[e]%
-- a[int 0:己方 1敌方],b[int buff类型],c[int buff效果 (0 表示类型下的的所有)], d[int],e[float] -- a[int 0:己方 1敌方],b[int buff类型],c[int buff效果 (0 表示类型下的的所有)], d[int],e[float]
[370] = function(role, args,id,judge) [370] = function(role, args,id,judge)
local camp = args[1] local camp = args[1]

View File

@ -1189,7 +1189,7 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round)
end end
-- --
function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage) function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage,skill)
local cl = {} local cl = {}
local dcl = {} local dcl = {}
@ -1208,6 +1208,7 @@ function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage
return BattleUtil.RandomAction(rand, function() return BattleUtil.RandomAction(rand, function()
local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage) local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage)
buff.skill=skill
buff.isRealDamage = true buff.isRealDamage = true
target:AddBuff(buff) target:AddBuff(buff)
end) end)