[战斗]=====灵兽金乌技能修改提交

dev_chengFeng
wangzhenxing 2021-01-06 11:22:16 +09:00
parent 91531e00b0
commit 6d86795403
6 changed files with 25 additions and 18 deletions

View File

@ -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 = { },

View File

@ -46,30 +46,27 @@ 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
local skillCastEnd=function(skill2)
if skill2.owner.camp==skill.owner.camp then
local list=skill2:GetDirectTargetsNoMiss()
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 and buff.caster==skill2.owner and buff.startRound == BattleLogic.GetCurRound() end)
local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.DOT, function(buff) return buff.damageType == 1 end)
if isHave then
return true
num=num+1
end
end
return false
end
end
BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd,skillCastEnd)
return skillCastEnd
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]
@ -115,7 +112,7 @@ local _ConditionConfig = {
if roleList and #roleList>0 then
return true
end
end
end
return false
end,
}
@ -125,7 +122,6 @@ function MCondition.CheckCondition(skill, condition)
if not condition then
return true
end
LogError("skill"..skill.id)
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]

View File

@ -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
},
}

View File

@ -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

View File

@ -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

View File

@ -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