Merge branch 'china/dev-c-battle' into china/dev
commit
5dd8dded1d
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@ -125,6 +125,9 @@ function EffectCaster:Cast()
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if count == 0 then
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if count == 0 then
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count = #arr
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count = #arr
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end
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end
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table.sort(arr, function(a, b)
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return a.position < b.position
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end)
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-- 全部同时生效
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-- 全部同时生效
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for j=1, count do
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for j=1, count do
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if arr[j] and not arr[j]:IsRealDead() then
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if arr[j] and not arr[j]:IsRealDead() then
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@ -1841,11 +1841,12 @@ local passivityList = {
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-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)
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-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)无敌盾目标额外添加 [c]点怒气(c不填/填0 不会触发)
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-- a[int] b[int]
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-- a[int] b[int] c[int]
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[104] = function(role, args,id,judge)
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[104] = function(role, args,id,judge)
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local i1 = args[1]
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local i1 = args[1]
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local num = args[2]
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local num = args[2]
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local rageNum = args[3]
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-- 释放技能后
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-- 释放技能后
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local onSkillEnd = function(skill)
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local onSkillEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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if skill and not skill.isTriggerJudge and judge==1 then
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@ -1867,6 +1868,9 @@ local passivityList = {
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for i = 1, i1 do
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for i = 1, i1 do
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if heros[i] then
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if heros[i] then
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heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0))
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heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0))
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if rageNum and rageNum~=0 then
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BattleUtil.CalRage(role,heros[i],rageNum,CountTypeName.Add)
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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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end
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@ -1877,7 +1881,7 @@ local passivityList = {
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-- 释放技能后增加友方全体[a]点怒气,是否
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-- 释放技能后增加友方全体[a]点怒气
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-- a[int]
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-- a[int]
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[105] = function(role, args,id,judge)
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[105] = function(role, args,id,judge)
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local i1 = args[1]
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local i1 = args[1]
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@ -1956,6 +1960,10 @@ local passivityList = {
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[108] = function(role, args)
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[108] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill)
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local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill)
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--damagetype为3 是 舍身济世分摊伤害
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if damageType==3 then
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return
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end
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--如果角色死亡就不会反弹伤害
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--如果角色死亡就不会反弹伤害
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if role:IsDead() then
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if role:IsDead() then
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return
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return
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@ -2425,7 +2433,7 @@ local passivityList = {
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-- TODO
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-- TODO 后端用被动 会在战前显示
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-- 全体蜀国武将增加[a]%[b]
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-- 全体蜀国武将增加[a]%[b]
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-- a[float]b[属性]
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-- a[float]b[属性]
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-- [129] = {},
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-- [129] = {},
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@ -3894,6 +3902,7 @@ local passivityList = {
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if not skill then
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if not skill 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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--BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
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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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@ -3946,6 +3955,7 @@ local passivityList = {
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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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--end)
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end
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end
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role.Event:AddEvent(BattleEventName.FinalBeDamage, onFinalBeDamage,nil,nil,role)
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role.Event:AddEvent(BattleEventName.FinalBeDamage, onFinalBeDamage,nil,nil,role)
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@ -4257,7 +4267,7 @@ 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(skill, atkRole, role, shareDamage,false,damageType,dotType,true)
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BattleUtil.ApplyDamage(skill, atkRole, role, shareDamage,false,3,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,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, onFinalDamage,nil,nil,role)
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@ -5139,7 +5149,6 @@ local passivityList = {
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-- 紫+橙
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-- 紫+橙
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local num = OutDataManager.GetOutData(role.camp, id)
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local num = OutDataManager.GetOutData(role.camp, id)
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--LogError("笔使用次数:"..num)
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num = min(maxNum, num)
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num = min(maxNum, num)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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end,
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end,
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@ -5839,7 +5848,7 @@ local passivityList = {
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end
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end
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local num=0
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local num=0
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for key, value in pairs(list) do
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for key, value in pairs(list) do
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot and buff.caster==role and buff.startRound == BattleLogic.GetCurRound() end)
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local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot end)
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if isHave then
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if isHave then
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BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
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BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
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end
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end
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@ -6159,6 +6168,7 @@ local passivityList = {
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local shieldType = args[3]
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local shieldType = args[3]
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local ele =args[4]
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local ele =args[4]
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local OnBuffEnd=function(buff)
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local OnBuffEnd=function(buff)
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if buff.caster~=role then
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if buff.caster~=role 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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@ -6168,6 +6178,7 @@ local passivityList = {
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if shieldType and buff and buff.type==BuffName.Shield and buff.shieldType~=shieldType then
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if shieldType and buff and buff.type==BuffName.Shield and buff.shieldType~=shieldType 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 buff and not buff.target:IsDead() and buff.type==BuffName.Shield then
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if buff and not buff.target:IsDead() and buff.type==BuffName.Shield then
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local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
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local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role,buff.target, val)
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BattleUtil.CalTreat(role,buff.target, val)
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@ -6283,7 +6294,9 @@ local passivityList = {
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if not num then
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if not num then
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num=1
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num=1
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end
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end
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local onSkillCastEnd=function(skill)
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local onSkillCastEnd=function(skill)
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local fireNum=0
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if skill and not skill.isTriggerJudge and judge==1 then
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if skill and not skill.isTriggerJudge and judge==1 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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@ -6299,19 +6312,20 @@ local passivityList = {
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end
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end
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--查找敌方燃烧数量
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--查找敌方燃烧数量
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if num==10 then
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if num==10 then
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num=0
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fireNum=0
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local arr=skill:GetDirectTargets()
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local arr=skill:GetDirectTargets()
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-- local arr=RoleManager.Query(function (v) return v.camp~=role.camp end)
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-- local arr=RoleManager.Query(function (v) return v.camp~=role.camp end)
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for i = 1, #arr do
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for i = 1, #arr do
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local aaa=BattleLogic.BuffMgr:HasBuff(arr[i], BuffName.DOT, function (buff) return buff.damageType==1 end,role,1)
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local aaa=BattleLogic.BuffMgr:HasBuff(arr[i], BuffName.DOT, function (buff) return buff.damageType==1 end,role,1)
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if aaa then
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if aaa then
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num=num+1
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fireNum=fireNum+1
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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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list=BattleUtil.SortByRage(list,0)
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list=BattleUtil.SortByRage(list,0)
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for i = 1, #list do
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for i = 1, #list do
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if i<=num then
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if i<=fireNum then
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BattleUtil.CalRage(role, list[i], v1, ct)
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BattleUtil.CalRage(role, list[i], v1, ct)
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end
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end
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end
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end
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@ -7237,9 +7251,12 @@ local passivityList = {
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local v2 = args[2]
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local v2 = args[2]
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local OnDead = function(atkRole,skill)
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local OnDead = function(atkRole,skill)
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local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role end)
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--延时一帧,等所有英雄死亡结束后再执行逻辑
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local roleRage=role.Rage
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
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local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
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local len=#arr
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local len=#arr
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local rage1=role.Rage*v1
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local rage1=roleRage*v1
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if rage1<len*v2 then
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if rage1<len*v2 then
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rage1=len*v2
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rage1=len*v2
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end
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end
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@ -7252,6 +7269,8 @@ local passivityList = {
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BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
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BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
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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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end
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
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end,
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end,
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@ -7322,6 +7341,9 @@ 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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if skill and skill.owner==role and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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if skill and skill.owner==role and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra) and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
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if damage~=target.killDamage then
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return
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end
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local dmg= floor(BattleUtil.ErrorCorrection((damage-finalDmg)*f1))
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local dmg= floor(BattleUtil.ErrorCorrection((damage-finalDmg)*f1))
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if target:IsDead() then
|
if target:IsDead() then
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allDamage=allDamage+dmg
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allDamage=allDamage+dmg
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@ -7728,6 +7750,75 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
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|
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end,
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-- 直接伤害击杀目标后下回合必定暴击
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-- a[int]
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[337] = function(role, args,id,judge)
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local currRound = 1
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local isKill=false
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local isRoundCrit=false
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-- 释放技能后
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local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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|
end
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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|
end
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
|
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currRound = BattleLogic.GetCurRound()
|
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isKill=true
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if skill then
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table.insert(skill.triggerPassivityId,id)
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|
end
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|
end
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|
end
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role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
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|
|
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|
local function onRoleDamageAfter(skill)
|
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|
if isRoundCrit then
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role.mustCrit = false
|
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role.Event:RemoveEvent(BattleEventName.SkillCastEnd, onRoleDamageAfter)
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end
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|
end
|
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|
local function onRoleDamageBefore(skill)
|
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|
if skill and not skill.isTriggerJudge and judge==1 then
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|
return
|
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|
end
|
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|
--最加的普攻不触发这个被动
|
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|
if skill.type==BattleSkillType.Normal and skill.isAdd then
|
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|
return
|
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|
end
|
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|
if isRoundCrit then
|
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|
role.mustCrit = true
|
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|
role.Event:AddEvent(BattleEventName.SkillCastEnd, onRoleDamageAfter,nil,nil,role)
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|
end
|
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|
end
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|
role.Event:AddEvent(BattleEventName.SkillCast, onRoleDamageBefore,nil,nil,role)
|
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|
|
||||||
|
|
||||||
|
local onRoundChange=function(round2)
|
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|
if round2==currRound+1 and isKill then
|
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|
isRoundCrit=true
|
||||||
|
else
|
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|
isRoundCrit=false
|
||||||
|
isKill=false
|
||||||
|
end
|
||||||
|
currRound=round2
|
||||||
|
end
|
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|
|
||||||
|
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange,nil,nil,role)
|
||||||
|
|
||||||
|
|
||||||
|
local onRoundStart=function(round2)
|
||||||
|
isKill=false
|
||||||
|
end
|
||||||
|
|
||||||
|
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, onRoundStart,nil,nil,role)
|
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|
|
||||||
|
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
return passivityList
|
return passivityList
|
|
@ -515,7 +515,7 @@ function BattleUtil.Seckill(skill, atkRole, defRole)
|
||||||
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
||||||
if finalDmg >= 0 then
|
if finalDmg >= 0 then
|
||||||
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
||||||
defRole:SetDead()
|
defRole:SetDead(damage)
|
||||||
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole,skill)
|
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole,skill)
|
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atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
||||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
||||||
|
@ -547,7 +547,7 @@ function BattleUtil.SeckillHP(skill, atkRole, defRole, pro)
|
||||||
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
||||||
if finalDmg >= 0 then
|
if finalDmg >= 0 then
|
||||||
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
||||||
defRole:SetDead()
|
defRole:SetDead(damage)
|
||||||
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
||||||
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
||||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
||||||
|
@ -679,7 +679,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
|
||||||
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
|
||||||
if finalDmg >= 0 then
|
if finalDmg >= 0 then
|
||||||
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
|
||||||
defRole:SetDead()
|
defRole:SetDead(damage)
|
||||||
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
||||||
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
||||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill,dotType)
|
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill,dotType)
|
||||||
|
@ -707,6 +707,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
|
||||||
atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
||||||
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 战斗记录用
|
-- 战斗记录用
|
||||||
|
@ -799,7 +800,6 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
|
||||||
|
|
||||||
-- 计算额外暴击伤害
|
-- 计算额外暴击伤害
|
||||||
critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor
|
critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor
|
||||||
|
|
||||||
--加入被动效果 触发暴击被动
|
--加入被动效果 触发暴击被动
|
||||||
local critFunc = function(critEx) critDamageFactor = critEx end
|
local critFunc = function(critEx) critDamageFactor = critEx end
|
||||||
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
|
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
|
||||||
|
|
|
@ -28,7 +28,7 @@ function RoleLogic:Init(uid, data, position)
|
||||||
self.data:Init(self, data.property)
|
self.data:Init(self, data.property)
|
||||||
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
|
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
|
||||||
self.isRealDead = self.isDead
|
self.isRealDead = self.isDead
|
||||||
|
self.killDamage = 0 --致死伤害
|
||||||
self.camp = data.camp --阵营 0:我方 1:敌方
|
self.camp = data.camp --阵营 0:我方 1:敌方
|
||||||
self.name = data.name
|
self.name = data.name
|
||||||
self.element = data.element
|
self.element = data.element
|
||||||
|
@ -560,8 +560,9 @@ function RoleLogic:SetDeadFilter(filter)
|
||||||
self.deadFilter = filter
|
self.deadFilter = filter
|
||||||
end
|
end
|
||||||
-- 要死了
|
-- 要死了
|
||||||
function RoleLogic:SetDead()
|
function RoleLogic:SetDead(damage)
|
||||||
self.isDead = true
|
self.isDead = true
|
||||||
|
self.killDamage=damage
|
||||||
RoleManager.AddDeadRole(self)
|
RoleManager.AddDeadRole(self)
|
||||||
end
|
end
|
||||||
-- 判断是否死亡
|
-- 判断是否死亡
|
||||||
|
|
|
@ -366,12 +366,17 @@ function BuffCtrl:OnBuffStart(buff)
|
||||||
else
|
else
|
||||||
self:AddBuffEffect(eConfig.Hit)
|
self:AddBuffEffect(eConfig.Hit)
|
||||||
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
|
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
|
||||||
|
--一个伤害打死目标,同时被上buff 不显示buff提示(除非目标有不灭,死亡技能) change by:wangzhenxing,shihongyi 2021/7/7
|
||||||
|
if not self.owner.role:IsDead() or not self.owner.role:IsCanDead() or self.owner.role.isHaveNoDead then
|
||||||
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
|
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
|
||||||
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
|
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
|
||||||
else
|
else
|
||||||
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
|
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
|
||||||
end
|
end
|
||||||
self:AddBuffIcon(buff, eConfig.Icon)
|
self:AddBuffIcon(buff, eConfig.Icon)
|
||||||
|
--else
|
||||||
|
-- LogError("//////////")
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ this.sendPlayerHead={}--发送者头像
|
||||||
--红包资源名
|
--红包资源名
|
||||||
local RedPacketName={"g_ghhb_ming_01_zh","g_ghhb_ming_02_zh","g_ghhb_ming_03_zh","g_ghhb_ming_04_zh"}
|
local RedPacketName={"g_ghhb_ming_01_zh","g_ghhb_ming_02_zh","g_ghhb_ming_03_zh","g_ghhb_ming_04_zh"}
|
||||||
--红包按钮状态图片
|
--红包按钮状态图片
|
||||||
local BtnStateImage={"g_ghhb_qiang","g_ghhb_lingqu","g_ghhb_lingwan"}--抢 已领取 已领完
|
local BtnStateImage={"g_ghhb_qiang","g_ghhb_lingqu","g_ghhb_lingwan_zh"}--抢 已领取 已领完
|
||||||
|
|
||||||
function RedPacketPopup:InitComponent()
|
function RedPacketPopup:InitComponent()
|
||||||
this.spLoader = SpriteLoader.New()
|
this.spLoader = SpriteLoader.New()
|
||||||
|
|
Loading…
Reference in New Issue