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
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@ -290,6 +290,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
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camp = 0,
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camp = 0,
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type = 1,
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type = 1,
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quality = 0,
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quality = 0,
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job=HeroConfig[rid].Job,
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element = HeroConfig[rid].PropertyName,
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element = HeroConfig[rid].PropertyName,
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professionId = HeroConfig[rid].Profession,
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professionId = HeroConfig[rid].Profession,
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passivity = { },
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passivity = { },
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@ -177,6 +177,8 @@ BuffName = {
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Immune = "Immune",
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Immune = "Immune",
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NoDead = "NoDead",
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NoDead = "NoDead",
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Curse = "Curse",
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Curse = "Curse",
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KylinMark = "KylinMark",
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Exile = "Exile",
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}
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}
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DotType = {
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DotType = {
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@ -46,13 +46,74 @@ local _ConditionConfig = {
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return isRoundOk and isRandomOk
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return isRoundOk and isRandomOk
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end,
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end,
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[4] = function(skill, condition) --4:行动单位的职业设定 【比较类型】 N
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[4] = function(skill, condition) --4:场上燃烧目标的数量 【比较类型】 N
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local conId = condition[1]
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local conId = condition[1]
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local comType = condition[2]
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local comType = condition[2]
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local comValue = condition[3]
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local comValue = condition[3]
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-- 当前释放技能的单位的职业
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-- 当前释放技能的单位的职业
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local professionId = skill.owner.professionId
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local professionId = skill.owner.professionId
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return professionId == comValue
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local list = RoleManager.Query(function(role)
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return role.camp ~= skill.owner.camp
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end)
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if not list then
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return false
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end
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local num=0
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for key, value in pairs(list) do
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.DOT, function(buff) return buff.damageType == 1 end)
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if isHave then
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num=num+1
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end
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end
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return BattleUtil.CompareValue(num, comValue, comType)
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end,
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[5] = function(skill, condition) --5:敌方上场神将数量 且概率(万分比)
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local conId = condition[1]
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local comType = condition[2]
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local comValue = condition[3]
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local rand = condition[4]
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local roleList = RoleManager.Query(function(role)
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return role.camp ~= skill.owner.camp
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end)
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local isEnough=BattleUtil.CompareValue(#roleList, comValue, comType)
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local r = Random.Range01()
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-- 判断概率
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if isEnough then
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return r>rand/10000
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end
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return false
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end,
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[6] = function(skill, condition) --6:敌方任意神将生命百分比 【比较类型】 N(万分比)
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local conId = condition[1]
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local comType = condition[2]
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local comValue = condition[3]
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local round = condition[4]
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-- 获取该技能相同阵营人物
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local roleList = RoleManager.Query(function(role)
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return role.camp ~= skill.owner.camp
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end)
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-- 判断
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local r = Random.Range01()
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for _, role in ipairs(roleList) do
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local hpf = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
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if BattleUtil.CompareValue(hpf, comValue/10000, comType) then
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return round/10000>r
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end
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end
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return false
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end,
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[7] = function(skill, condition) --7:检测是否有可以放逐的目标
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local list=skill.owner.exileTargets
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if list then
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local roleList = RoleManager.Query(function(role)
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return role.camp ~= skill.owner.camp and not BattleUtil.ChecklistIsContainValue(list,role)
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end)
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if roleList and #roleList>0 then
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return true
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end
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end
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return false
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end,
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end,
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}
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}
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@ -90,7 +90,7 @@ local _TriggerConfig = {
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triggerFunc = function(skill, ...)
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triggerFunc = function(skill, ...)
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local args = {...}
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local args = {...}
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local castSkill = args[1]
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local castSkill = args[1]
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return castSkill.owner.camp == skill.owner.camp
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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)
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end
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end
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},
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},
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}
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}
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@ -33,6 +33,7 @@ function RoleLogic:Init(uid, data, position)
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self.name = data.name
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self.name = data.name
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self.element = data.element
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self.element = data.element
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self.professionId = data.professionId
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self.professionId = data.professionId
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self.job=data.job
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self.star = data.star or 1
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self.star = data.star or 1
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-- LogError("英雄uid".. self.roleId .." " .. self.star)
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-- LogError("英雄uid".. self.roleId .." " .. self.star)
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self.shield:Clear() --护盾列表
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self.shield:Clear() --护盾列表
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@ -157,15 +157,22 @@ function this.Update()
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-- 检测一下轮转
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-- 检测一下轮转
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this.IsSkilling = false
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this.IsSkilling = false
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-- this.CheckTurnRound()
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-- this.CheckTurnRound()
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-- 检测一次灵兽技能
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if this.MonsterCheckFunc then
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this.CheckMonsterSkill(this.MonsterCheckFunc)
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this.CheckMonsterSkill(this.MonsterCheckFunc)
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else
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this.CheckMonsterSkill(this.CheckTurnRound)
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end
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end)
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end)
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else
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else
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-- 检测一下轮转
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-- 检测一下轮转
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this.IsSkilling = false
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this.IsSkilling = false
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-- this.CheckTurnRound()
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-- this.CheckTurnRound()
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-- 检测一次灵兽技能
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-- 检测一次灵兽技能
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this.CheckMonsterSkill(this.MonsterCheckFunc)
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if this.MonsterCheckFunc then
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this.CheckMonsterSkill(this.MonsterCheckFunc)
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else
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this.CheckMonsterSkill(this.CheckTurnRound)
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end
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end
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end
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return
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return
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end
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end
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@ -308,6 +308,7 @@ function this.RefreshFightData(type)
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data.skinId=role.skinId
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data.skinId=role.skinId
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LogError("skinId==="..role.skinId)
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LogError("skinId==="..role.skinId)
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data.type = 1
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data.type = 1
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data.job=roleData.Job
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local paskill = string.split(role.passivity, "#")
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local paskill = string.split(role.passivity, "#")
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data.passivity = BattleManager.GetPassivityData(paskill) or {}
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data.passivity = BattleManager.GetPassivityData(paskill) or {}
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data.property = {}
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data.property = {}
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@ -364,6 +365,7 @@ end
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function this.ApplyMonsterData(data)
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function this.ApplyMonsterData(data)
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monsterTestData = data
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monsterTestData = data
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this.RefreshFightData(2)
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this.RefreshFightData(2)
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return true
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end
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end
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function this.ClearMonsterData(camp)
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function this.ClearMonsterData(camp)
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if camp == 0 then
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if camp == 0 then
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@ -8,6 +8,8 @@ local BuffTypeToConfigType = {
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[BuffName.Shield] = 5,
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[BuffName.Shield] = 5,
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[BuffName.Immune] = 6,
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[BuffName.Immune] = 6,
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[BuffName.Curse] = 7,
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[BuffName.Curse] = 7,
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[BuffName.KylinMark] = 8,
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[BuffName.Exile] = 9,
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}
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}
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local function _GetPropChangeBuffCType(pName)
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local function _GetPropChangeBuffCType(pName)
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for cType, pn in ipairs(BattlePropList) do
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for cType, pn in ipairs(BattlePropList) do
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@ -39,6 +41,10 @@ local function _GetBuffEffectConfig(buff)
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cType = buff.immuneType
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cType = buff.immuneType
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elseif bType == BuffName.Curse then
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elseif bType == BuffName.Curse then
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cType = buff.curseType
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cType = buff.curseType
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elseif bType== BuffName.KylinMark then
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cType = 1
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elseif bType== BuffName.Exile then
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cType = 1
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end
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end
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local type = BuffTypeToConfigType[bType]
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local type = BuffTypeToConfigType[bType]
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Loading…
Reference in New Issue