Merge branch 'master_xma_local' of http://60.1.1.230/gaoxin/JL_Client into master_xma_local

dev_chengFeng
JieLing 2021-01-18 17:29:26 +08:00
commit 735503707b
5 changed files with 15 additions and 14 deletions

View File

@ -2526,7 +2526,7 @@ local passivityList = {
-- 技能后后
local onSkillEnd = function(skill)
if skill.type == BattleSkillType.Special then
local list = skill:GetDirectTargetsNoMiss()
local list = skill:GetDirectTargets()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
for _, r in ipairs(list) do
@ -6247,7 +6247,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
end,
--修改持续效果的治疗值为[a] [b]属性的[c]%
--修改持续效果的治疗值为[a]属性的[b]%
--a[int] b[float]
[300]=function(role,args,id,judge)
local pro=args[1]

View File

@ -539,7 +539,7 @@ function RoleLogic:Relive()
self.data:SetValue(RoleDataName.Hp, reHp)
-- 发送复活事件
self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- 复活的血量算做加血
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
return true
@ -557,15 +557,15 @@ function RoleLogic:SetRelive(hpf, caster)
self.reliveHPF = hpf or 1
self.reliveCaster = caster
RoleManager.AddReliveRole(self)
local maxHp = self.data:GetData(RoleDataName.MaxHp)
local reHp = floor(self.reliveHPF * maxHp)
self.data:SetValue(RoleDataName.Hp, reHp)
-- 发送复活事件
--self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- 复活的血量算做加血
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
return true
-- local maxHp = self.data:GetData(RoleDataName.MaxHp)
-- local reHp = floor(self.reliveHPF * maxHp)
-- self.data:SetValue(RoleDataName.Hp, reHp)
-- -- 发送复活事件
-- --self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- --BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- -- 复活的血量算做加血
-- BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
-- return true
end
return false
end

View File

@ -546,6 +546,7 @@ function EnemyView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end

View File

@ -583,7 +583,7 @@ function PlayerView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end

View File

@ -680,7 +680,7 @@ function RoleView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end