Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
4ba1a7ba68
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@ -225,7 +225,9 @@ local effectList = {
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local dt = args[2]
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local dt = args[2]
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local f2 = args[3]
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local f2 = args[3]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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target:AddBuff(Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1))
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local buff=Buff.Create(caster, BuffName.DOT, f2, 1, 0, dt, f1)
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buff.skill=skill
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target:AddBuff(buff)
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end)
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end)
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end,
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end,
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--造成[a],每秒造成[b]的[c]的伤害,持续[d]秒
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--造成[a],每秒造成[b]的[c]的伤害,持续[d]秒
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@ -474,7 +476,9 @@ local effectList = {
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local d1 = args[1]
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local d1 = args[1]
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local d2 = args[2]
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local d2 = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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target:AddBuff(Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1))
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local buff=Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
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buff.skill=skill
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target:AddBuff(buff)
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end)
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end)
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end,
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end,
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--造成[a]%的[b]伤害,对[c]造成额外[d]%伤害
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--造成[a]%的[b]伤害,对[c]造成额外[d]%伤害
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@ -677,6 +681,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local dot = Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
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local dot = Buff.Create(caster, BuffName.DOT, d2, 1, 0, d1, 1)
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dot.skill=skill
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dot.isRealDamage = true
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dot.isRealDamage = true
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target:AddBuff(dot)
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target:AddBuff(dot)
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end)
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end)
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@ -1253,6 +1258,7 @@ local effectList = {
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.MaxHp), f2))
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local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.MaxHp), f2))
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local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, val, 1)
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local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, val, 1)
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dot.skill=skill
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dot.isRealDamage = true
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dot.isRealDamage = true
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target:AddBuff(dot)
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target:AddBuff(dot)
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end)
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end)
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@ -1322,7 +1328,9 @@ local effectList = {
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local dt = args[4]
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local dt = args[4]
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local f2 = args[5]
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local f2 = args[5]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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buffRandomAction(f3, target, Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1))
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local buff=Buff.Create(caster, BuffName.DOT, f2, 1, d1, dt, f1)
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buff.skill=skill
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buffRandomAction(f3, target,buff)
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end)
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end)
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end,
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end,
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--造成[a]%的[b]伤害,立即结算目标身上所有dot的剩余伤害。【aoe】
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--造成[a]%的[b]伤害,立即结算目标身上所有dot的剩余伤害。【aoe】
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@ -1745,7 +1753,9 @@ local effectList = {
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local f2 = args[5]
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local f2 = args[5]
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local f3 = args[6]
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local f3 = args[6]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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buffRandomAction(f4, target, Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1))
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local buff=Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, dt, f1)
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buff.skill=skill
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buffRandomAction(f4, target,buff)
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end)
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end)
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end,
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end,
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--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。
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--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。
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@ -1850,6 +1860,7 @@ local effectList = {
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local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1)
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local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, f1, 1)
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DOT.clear = false
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DOT.clear = false
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DOT.isDeBuff = true
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DOT.isDeBuff = true
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DOT.skill=skill
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buffRandomAction(f4, target, DOT)
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buffRandomAction(f4, target, DOT)
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end)
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end)
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end,
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end,
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@ -2174,7 +2185,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local damage = BattleUtil.ErrorCorrection(f2 * caster:GetRoleData(BattlePropList[pro]))
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local damage = BattleUtil.ErrorCorrection(f2 * caster:GetRoleData(BattlePropList[pro]))
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BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage))
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BattleUtil.RandomDot(f1, dot, caster, target, i1, 1, floor(damage),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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@ -2492,6 +2503,7 @@ local effectList = {
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end
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end
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end
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end
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local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
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local buff=Buff.Create(caster, BuffName.DOT,round, 1,3,damage)
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buff.skill=skill
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buff.isRealDamage=true
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buff.isRealDamage=true
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target:AddBuff(buff)
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target:AddBuff(buff)
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end)
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end)
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@ -8554,6 +8554,10 @@ local passivityList = {
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if buff.type~=type then
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if buff.type~=type then
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return
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return
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end
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end
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if not buff.skill then
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return
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end
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if type==BuffName.DOT then
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if type==BuffName.DOT then
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if buff.damageType~=type2 then
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if buff.damageType~=type2 then
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return
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return
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@ -8895,7 +8899,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
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end,
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end,
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-- [a]方处于[b]类型[c]状态敌人受到的直接伤害[c]改变[d]%
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-- [a]方处于[b]类型[c]状态敌人受到的直接伤害[d]改变[e]%
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-- 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]
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-- 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]
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[370] = function(role, args,id,judge)
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[370] = function(role, args,id,judge)
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local camp = args[1]
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local camp = args[1]
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@ -1189,7 +1189,7 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round)
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end
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end
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--
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--
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function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage)
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function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage,skill)
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local cl = {}
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local cl = {}
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local dcl = {}
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local dcl = {}
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@ -1208,6 +1208,7 @@ function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage
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return BattleUtil.RandomAction(rand, function()
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return BattleUtil.RandomAction(rand, function()
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local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage)
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local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage)
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buff.skill=skill
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buff.isRealDamage = true
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buff.isRealDamage = true
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target:AddBuff(buff)
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target:AddBuff(buff)
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end)
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end)
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