Merge branch 'master_xma_local' of http://60.1.1.230/gaoxin/JL_Client into master_xma_local
commit
57ef5e73cf
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@ -2627,7 +2627,11 @@ local passivityList = {
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[142] = function(role, args)
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[142] = function(role, args)
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local dot = args[1]
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local dot = args[1]
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local f1 = args[2]
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local f1 = args[2]
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local onHit = function(target, damage, bCrit, finalDmg)
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local onHit = function(target, damage, bCrit, finalDmg,damageType,skill)
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--只对技能的直接目标生效,分摊出去的不会回血 2020/12/17 王振兴
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if not skill then
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return
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end
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
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--吸血修改 finaldamage 改为 damage by:往王振兴 2020/08/17
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--吸血修改 finaldamage 改为 damage by:往王振兴 2020/08/17
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BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * f1)))
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BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * f1)))
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@ -3611,6 +3615,10 @@ local passivityList = {
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local onFinalBeDamage = function(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType)
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local onFinalBeDamage = function(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType)
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--只有直接伤害才可以被分摊,反弹的伤害不会分摊 by:王振兴 2020/12/17
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if not skill then
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return
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end
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-- 伤害降低
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-- 伤害降低
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local finalDamage = BattleUtil.CountValue(damage, f1, ct)
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local finalDamage = BattleUtil.CountValue(damage, f1, ct)
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local curHp = role:GetRoleData(RoleDataName.Hp)
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local curHp = role:GetRoleData(RoleDataName.Hp)
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@ -3940,7 +3948,7 @@ local passivityList = {
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damagingFunc(shareDamage)
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damagingFunc(shareDamage)
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end
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end
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-- 分担伤害
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-- 分担伤害
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BattleUtil.ApplyDamage(nil, atkRole, role, shareDamage,bCrit,damageType,dotType,true)
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BattleUtil.FinalDamage(nil, atkRole, role, shareDamage,bCrit,damageType,dotType,true)
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end
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, onFinalDamage)
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BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, onFinalDamage)
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@ -5161,7 +5169,7 @@ local passivityList = {
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if not point then
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if not point then
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point=list[1]
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point=list[1]
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end
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end
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BattleUtil.ApplyDamage(nil,role,point,dmg)
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BattleUtil.FinalDamage(nil,role,point,dmg)
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end
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end
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-- end
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-- end
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@ -5815,9 +5823,10 @@ local passivityList = {
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return
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return
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end
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end
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else
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else
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if not isDirect then
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-- if not isDirect 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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return
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end
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end
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end
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end
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BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * v1)))
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BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * v1)))
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@ -24,7 +24,7 @@ function Curse:ShareDamageTrigger(damagingFunc, atkRole, defRole, damage, skill,
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local f1 = self.args[1] --平分伤害的百分比
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local f1 = self.args[1] --平分伤害的百分比
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local sd = math.floor(BattleUtil.ErrorCorrection(damage * f1 / #sdList))
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local sd = math.floor(BattleUtil.ErrorCorrection(damage * f1 / #sdList))
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if sd ~= 0 then
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if sd ~= 0 then
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BattleUtil.ApplyDamage(nil, atkRole, self.target, sd)
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BattleUtil.FinalDamage(nil, atkRole, self.target, sd)
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end
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end
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end
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end
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end
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end
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@ -204,6 +204,8 @@ BattleSkillType = {
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Extra = 3,
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Extra = 3,
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--死亡后释放的技能
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--死亡后释放的技能
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DeadSkill = 4,
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DeadSkill = 4,
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--混乱后释放的普攻
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ChaosNormal = 5,
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}
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}
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--敌人类型
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--敌人类型
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