[战斗]=======133 136 137效果修改
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4a82bcc664
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587a5cfc2e
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@ -2553,7 +2553,7 @@ local effectList = {
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local hp=floor(damage*f2)
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local arr = RoleManager.NoOrder(function (r) return r.camp == caster.camp end,false,true)
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BattleUtil.SortByHpFactor(arr,sort)
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BattleUtil.FinalTreat(caster, arr[1],hp,1,skill)
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BattleUtil.CalTreatNoCrit(caster, arr[1],hp,1,skill)
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end)
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end,
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@ -2633,7 +2633,7 @@ local effectList = {
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local curNum = #skill:GetDirectTargets()
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local lessNum = max(maxNum - curNum, 0)
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local level = math.floor(lessNum/i1)
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local extra = BattleUtil.ErrorCorrection(level * i1)
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local extra = BattleUtil.ErrorCorrection(level * v1)
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local damage=floor(value*pro*(1+extra))
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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end)
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@ -2655,11 +2655,13 @@ local effectList = {
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local damage=floor(value*pro)
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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if target.isDead then
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local arr = RoleManager.Query(function (r) return r.camp == target.camp end)
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for i = 1, i1 do
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local count = Random.RangeInt(1,#arr)
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BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
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end
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
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local arr = RoleManager.Query(function (r) return r.camp == target.camp end)
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for i = 1, i1 do
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local count = Random.RangeInt(1,#arr)
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BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
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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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@ -1052,6 +1052,34 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill)
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
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BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
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end
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--没有暴击得治疗
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function BattleUtil.CalTreatNoCrit(castRole, targetRole, value, baseFactor,skill)
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-- 灵兽无效
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if targetRole.type == BattleUnitType.Monster or targetRole.type == BattleUnitType.Player then
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return
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.DisposeRoleCtrl_noheal, castRole,targetRole)
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if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血
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--禁疗并且没有死亡的单位显示血量+0 不走后面代码,防止触发后面的被动 by:王振兴 2021/1/27
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if targetRole.ctrl_noheal and not targetRole:IsDead() then
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, 0, 0)
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end
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return
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end
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-- 计算暴伤害系数
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local critDamageFactor = 1
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-- 基础伤害增加系数
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local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor)
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
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BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
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end
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function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill)
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-- 灵兽无效
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if targetRole.type == BattleUnitType.Monster or targetRole.type == BattleUnitType.Player then
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@ -653,7 +653,7 @@ function EnemyView:onRoleRelive()
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self.isDead = false
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self.yujiaSlider.fillAmount = 0
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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local sortingOrder = self.GameObject.transform.parent:GetComponent("Canvas").sortingOrder + 21
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local sortingOrder = self.GameObject.transform:GetComponent("Canvas").sortingOrder + 21
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local go = BattleManager.LoadAsset(reliveEffect1,sortingOrder)
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go.transform:SetParent(self.GameObject.transform)
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go.transform.localScale = Vector3.one
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@ -72,6 +72,7 @@ function RoleItemView:OnShowHeroData(effectLayer)
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end
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SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality)
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self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting)
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SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward )
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self.lv.text=self.heroData.lv
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-- self.pos.sprite=this.spLoader:LoadSprite(self.heroData.professionIcon)
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self.pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(self.heroData.heroConfig.PropertyName))
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