Merge branch 'master_xma_local' of http://60.1.1.230/gaoxin/JL_Client into master_xma_local
commit
735503707b
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@ -2526,7 +2526,7 @@ local passivityList = {
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-- 技能后后
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-- 技能后后
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local onSkillEnd = function(skill)
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special then
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local list = skill:GetDirectTargetsNoMiss()
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local list = skill:GetDirectTargets()
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if list then
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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for _, r in ipairs(list) do
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for _, r in ipairs(list) do
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@ -6247,7 +6247,7 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
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end,
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end,
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--修改持续效果的治疗值为[a] [b]属性的[c]%
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--修改持续效果的治疗值为[a]属性的[b]%
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--a[int] b[float]
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--a[int] b[float]
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[300]=function(role,args,id,judge)
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[300]=function(role,args,id,judge)
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local pro=args[1]
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local pro=args[1]
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@ -539,7 +539,7 @@ function RoleLogic:Relive()
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self.data:SetValue(RoleDataName.Hp, reHp)
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self.data:SetValue(RoleDataName.Hp, reHp)
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-- 发送复活事件
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-- 发送复活事件
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self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- 复活的血量算做加血
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-- 复活的血量算做加血
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BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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return true
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return true
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@ -557,15 +557,15 @@ function RoleLogic:SetRelive(hpf, caster)
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self.reliveHPF = hpf or 1
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self.reliveHPF = hpf or 1
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self.reliveCaster = caster
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self.reliveCaster = caster
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RoleManager.AddReliveRole(self)
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RoleManager.AddReliveRole(self)
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local maxHp = self.data:GetData(RoleDataName.MaxHp)
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-- local maxHp = self.data:GetData(RoleDataName.MaxHp)
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local reHp = floor(self.reliveHPF * maxHp)
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-- local reHp = floor(self.reliveHPF * maxHp)
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self.data:SetValue(RoleDataName.Hp, reHp)
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-- self.data:SetValue(RoleDataName.Hp, reHp)
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-- 发送复活事件
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-- -- 发送复活事件
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--self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- --self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- --BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- 复活的血量算做加血
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-- -- 复活的血量算做加血
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BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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-- BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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return true
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-- return true
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end
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end
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return false
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return false
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end
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end
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@ -546,6 +546,7 @@ function EnemyView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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end
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@ -583,7 +583,7 @@ function PlayerView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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end
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@ -680,7 +680,7 @@ function RoleView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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end
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