Merge branch '0功能/本周版本优化内容' of http://60.1.1.230/gaoxin/JL_Client into 0功能/本周版本优化内容

dev_chengFeng
ZhangBiao 2021-01-08 17:22:05 +08:00
commit 526e2226fc
10 changed files with 174 additions and 6 deletions

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@ -290,6 +290,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
camp = 0,
type = 1,
quality = 0,
job=HeroConfig[rid].Job,
element = HeroConfig[rid].PropertyName,
professionId = HeroConfig[rid].Profession,
passivity = { },

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@ -177,6 +177,8 @@ BuffName = {
Immune = "Immune",
NoDead = "NoDead",
Curse = "Curse",
KylinMark = "KylinMark",
Exile = "Exile",
}
DotType = {

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@ -46,13 +46,74 @@ local _ConditionConfig = {
return isRoundOk and isRandomOk
end,
[4] = function(skill, condition) --4:行动单位的职业设定 【比较类型】 N
[4] = function(skill, condition) --4:场上燃烧目标的数量 【比较类型】 N
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]
-- 当前释放技能的单位的职业
local professionId = skill.owner.professionId
return professionId == comValue
local list = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp
end)
if not list then
return false
end
local num=0
for key, value in pairs(list) do
local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.DOT, function(buff) return buff.damageType == 1 end)
if isHave then
num=num+1
end
end
return BattleUtil.CompareValue(num, comValue, comType)
end,
[5] = function(skill, condition) --5敌方上场神将数量 且概率(万分比)
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]
local rand = condition[4]
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp
end)
local isEnough=BattleUtil.CompareValue(#roleList, comValue, comType)
local r = Random.Range01()
-- 判断概率
if isEnough then
return r>rand/10000
end
return false
end,
[6] = function(skill, condition) --6敌方任意神将生命百分比 【比较类型】 N万分比
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]
local round = condition[4]
-- 获取该技能相同阵营人物
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp
end)
-- 判断
local r = Random.Range01()
for _, role in ipairs(roleList) do
local hpf = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
if BattleUtil.CompareValue(hpf, comValue/10000, comType) then
return round/10000>r
end
end
return false
end,
[7] = function(skill, condition) --7检测是否有可以放逐的目标
local list=skill.owner.exileTargets
if list then
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp and not BattleUtil.ChecklistIsContainValue(list,role)
end)
if roleList and #roleList>0 then
return true
end
end
return false
end,
}

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@ -90,7 +90,7 @@ local _TriggerConfig = {
triggerFunc = function(skill, ...)
local args = {...}
local castSkill = args[1]
return castSkill.owner.camp == skill.owner.camp
return castSkill.owner.camp == skill.owner.camp and castSkill.owner.job==2 and (castSkill.type==BattleSkillType.DeadSkill or castSkill.type==BattleSkillType.Extra or castSkill.type==BattleSkillType.Special)
end
},
}

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@ -33,6 +33,7 @@ function RoleLogic:Init(uid, data, position)
self.name = data.name
self.element = data.element
self.professionId = data.professionId
self.job=data.job
self.star = data.star or 1
-- LogError("英雄uid".. self.roleId .." " .. self.star)
self.shield:Clear() --护盾列表

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@ -157,15 +157,22 @@ function this.Update()
-- 检测一下轮转
this.IsSkilling = false
-- this.CheckTurnRound()
-- 检测一次灵兽技能
this.CheckMonsterSkill(this.MonsterCheckFunc)
if this.MonsterCheckFunc then
this.CheckMonsterSkill(this.MonsterCheckFunc)
else
this.CheckMonsterSkill(this.CheckTurnRound)
end
end)
else
-- 检测一下轮转
this.IsSkilling = false
-- this.CheckTurnRound()
-- 检测一次灵兽技能
this.CheckMonsterSkill(this.MonsterCheckFunc)
if this.MonsterCheckFunc then
this.CheckMonsterSkill(this.MonsterCheckFunc)
else
this.CheckMonsterSkill(this.CheckTurnRound)
end
end
return
end

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@ -308,6 +308,7 @@ function this.RefreshFightData(type)
data.skinId=role.skinId
LogError("skinId==="..role.skinId)
data.type = 1
data.job=roleData.Job
local paskill = string.split(role.passivity, "#")
data.passivity = BattleManager.GetPassivityData(paskill) or {}
data.property = {}
@ -364,6 +365,7 @@ end
function this.ApplyMonsterData(data)
monsterTestData = data
this.RefreshFightData(2)
return true
end
function this.ClearMonsterData(camp)
if camp == 0 then

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@ -8,6 +8,8 @@ local BuffTypeToConfigType = {
[BuffName.Shield] = 5,
[BuffName.Immune] = 6,
[BuffName.Curse] = 7,
[BuffName.KylinMark] = 8,
[BuffName.Exile] = 9,
}
local function _GetPropChangeBuffCType(pName)
for cType, pn in ipairs(BattlePropList) do
@ -39,6 +41,10 @@ local function _GetBuffEffectConfig(buff)
cType = buff.immuneType
elseif bType == BuffName.Curse then
cType = buff.curseType
elseif bType== BuffName.KylinMark then
cType = 1
elseif bType== BuffName.Exile then
cType = 1
end
local type = BuffTypeToConfigType[bType]