Merge branch 'china/dev' into 0功能/灵脉秘境

dev_chengFeng
ZhangBiao 2021-11-19 17:57:09 +08:00
commit 85c8028bc5
12 changed files with 224 additions and 83 deletions

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@ -1070,6 +1070,8 @@ function this.GetArtFontConfig(_ArtFontType)
return "z_zhandou_podun_zh"
elseif _ArtFontType == BattleArtFontType.clear then
return "z_zhandou_qingchu_zh"
elseif _ArtFontType == BattleArtFontType.Blood then
return "z_zhandou_jinjia_zh"
end
end

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@ -255,8 +255,10 @@ function BuffManager:ClearBuff(target, func)
if not buff.target:IsRealDead() then
if buff.type== BuffName.Shield then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Shield)
elseif buff.type== BuffName.DOT or buff.type==BuffName.Control then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
elseif buff.type== BuffName.DOT or buff.type==BuffName.Control or buff.type==BuffName.BanBlood or buff.type==BuffName.Curse then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
elseif buff.type==BuffName.PropertyChange and buff.changeType and (buff.changeType==3 or buff.changeType==4 )then
buff.target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.clear)
end
end
buff:OnEnd()

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@ -2030,24 +2030,25 @@ local passivityList = {
target.isFlagCrit = false
role.Event:RemoveEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter)
end
local function onRoleDamageBefore(target, factorFunc, damageType, skill)
role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role)
local function onRoleDamageBefore(critFunc,atkRole,defRole,skill)
if atkRole~=role then
return
end
if not skill then
return
end
if skill and not skill.isTriggerJudge and judge==1 then
return
end
--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
return
end
local curRound=BattleLogic.GetCurRound()
if (curRound== i1 and type==0) or (curRound<=i1 and type==1) then
target.isFlagCrit = true
role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role)
defRole.isFlagCrit = true
end
end
role.Event:AddEvent(BattleEventName.RoleDamageBefore, onRoleDamageBefore,nil,nil,role)
BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit, onRoleDamageBefore,nil,nil,role)
end,
@ -5666,9 +5667,9 @@ local passivityList = {
if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then
return
end
if (f1==12 or f1==13) and p1 and p2 then
local levelDamage = floor(role:GetRoleData(RoleDataName.MaxHp)*p1)
local lostDamage = role:GetRoleData(RoleDataName.MaxHp) - role:GetRoleData(RoleDataName.Hp)
if (f1==12 or f1==13) and p1 and p2 and p1~=0 and p2~=0 then
local levelDamage = floor(defRole:GetRoleData(RoleDataName.MaxHp)*p1)
local lostDamage = defRole:GetRoleData(RoleDataName.MaxHp) - defRole:GetRoleData(RoleDataName.Hp)
local level = floor(lostDamage/levelDamage)
dt=dt+(level*p2)
end
@ -5680,6 +5681,7 @@ local passivityList = {
func(val)
end
end
dt=args[2]
end
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
@ -7208,6 +7210,9 @@ local passivityList = {
-- return
-- end
-- LogYellow("310 1 "..target.position)
if role:IsDead() then
return
end
if target:IsDead() then
local list = RoleManager.GetNeighbor(target, 1)
if list then
@ -7216,7 +7221,7 @@ local passivityList = {
-- LogYellow("310 2 周围的目标造成[a]%的[b]属性伤害 value:"..value.position)
local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
-- LogYellow("310 end pro: "..pro.." val: "..val)
BattleUtil.FinalDamage(nil,role, value, val)
BattleUtil.FinalDamageCountShield(nil,role, value, val)
end
end
end
@ -7586,6 +7591,7 @@ local passivityList = {
if not type then
type=0
end
local ctrs={}
local onRoleBeDamage=function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill)
if atkRole and atkRole~=role then
return
@ -7605,11 +7611,16 @@ local passivityList = {
isTrigger=true
end
if isTrigger then
if isTrigger and not ctrs[defRole.position] then
BattleUtil.RandomControl(p1,ct,role,defRole,round)
ctrs[defRole.position]=1
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,onRoleBeDamage,nil,nil,role)
local onSkillCastEnd=function()
ctrs={}
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
end,
--释放技能怒气不足时,损失自身([a]-我方活着的[b]系神将数)%生命*不足怒气数 后释放技能
--a[int],b[int]
@ -8062,13 +8073,8 @@ local passivityList = {
end
local rDamage =floor(f1 * damage)
if not role.isBanBlood then
if role.bloodShield then
role.bloodShield:AddValue(rDamage)
else
role:AddBuff(Buff.Create(role, BuffName.Blood,0, rDamage))
end
end
BattleUtil.AddBlood(role,rDamage)
end
role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit,nil,nil,role)
end,
@ -8418,13 +8424,7 @@ local passivityList = {
local onRoundChange=function(curRound)
local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
--如果身上有御甲就添加御甲的值
if not role.isBanBlood then
if role.bloodShield then
role.bloodShield:AddValue(val)
else--没有就上御甲buff
role:AddBuff(Buff.Create(role, BuffName.Blood,0, val))
end
end
BattleUtil.AddBlood(role,val)
end
role.Event:AddEvent(BattleEventName.RoleTurnStart, onRoundChange,nil,nil,role)
@ -8522,13 +8522,7 @@ local passivityList = {
end
local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
--如果身上有御甲就添加御甲的值
if not role.isBanBlood then
if role.bloodShield then
role.bloodShield:AddValue(val)
else--没有就上御甲buff
role:AddBuff(Buff.Create(role, BuffName.Blood,0, val))
end
end
BattleUtil.AddBlood(role,val)
time=time+1
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
@ -8816,13 +8810,7 @@ local passivityList = {
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
for _, r in ipairs(list) do
if not r.isBanBlood then
if r.bloodShield then
r.bloodShield:AddValue(tv)
else
r:AddBuff(Buff.Create(role, BuffName.Blood,0,tv))
end
end
BattleUtil.AddBlood(r,tv)
end
end
end
@ -9162,13 +9150,7 @@ local passivityList = {
if skill.type == BattleSkillType.Special then
role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit)
local value=floor(BattleUtil.ErrorCorrection(allDamage*f1))
if not role.isBanBlood then
if role.bloodShield then
role.bloodShield:AddValue(value)
else
role:AddBuff(Buff.Create(role, BuffName.Blood,0,value))
end
end
BattleUtil.AddBlood(role,value)
-- 清空伤害记录
allDamage = 0
end
@ -9336,6 +9318,7 @@ local passivityList = {
if BattleLogic.BuffMgr:HasBuff(list[i], t1, function (buff) return buff.damageType==t2 end) then
local isBoss=BattleUtil.CheckIsBoss(list[i])
if not isBoss then
local ft = list[i]:GetRoleData(RoleDataName.Hp)/list[i]:GetRoleData(RoleDataName.MaxHp)
if ft < p1 then
-- 秒杀
@ -9651,7 +9634,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role)
end,
--释放技能时[a]%概率 改变[b]无视目标的[c]buff免疫
--释放技能时[a]%概率 改变[b]自身无视目标的[c]类型buff免疫概率
--a[float],b[int],c[int]
[390]=function(role,args,id,judge)
local pro=args[1]
@ -9691,39 +9674,58 @@ local passivityList = {
--a[float]
[391]=function(role,args,id,judge)
local pro=args[1]
local onRoleTreat=function(targetRole, treat, baseTreat,skill)
if not skill then
return
end
BattleUtil.RandomAction(pro, function()
local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.caster.camp~=targetRole.camp and buff.target==targetRole end)
local len=BattleUtil.LengthOfTable(list)
if list and len>0 then
local index=Random.RangeInt(1,len)
BattleLogic.BuffMgr:ClearBuff(targetRole, function (buff)
return buff==list[index]
end)
end
end)
end
-- local onRoleTreat=function(targetRole, treat, baseTreat,skill)
-- if not skill then
-- return
-- end
-- BattleUtil.RandomAction(pro, function()
-- local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.caster.camp~=targetRole.camp and buff.target==targetRole end)
-- local len=BattleUtil.LengthOfTable(list)
-- if list and len>0 then
-- local index=Random.RangeInt(1,len)
-- BattleLogic.BuffMgr:ClearBuff(targetRole, function (buff)
-- return buff==list[index]
-- end)
-- end
-- end)
-- end
local OnSkillCast = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
role.Event:AddEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
end
end
-- local OnSkillCast = function(skill)
-- if skill and not skill.isTriggerJudge and judge==1 then
-- return
-- end
-- if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
-- role.Event:AddEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
-- end
-- end
local OnSkillCastEnd = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
role.Event:RemoveEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
-- if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
-- role.Event:RemoveEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
-- end
if skill.type ~= BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then
return
end
local targets = skill:GetDirectTargetsNoMiss()
if targets then
for _, r in ipairs(targets) do
BattleUtil.RandomAction(pro, function()
local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.caster.camp~=r.camp and buff.target==r end)
local len=BattleUtil.LengthOfTable(list)
if list and len>0 then
local index=Random.RangeInt(1,len)
BattleLogic.BuffMgr:ClearBuff(r, function (buff)
return buff==list[index]
end)
end
end)
end
end
end
role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
--role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
end,

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@ -25,6 +25,9 @@ BATTLE_SERVER_TYPE = {
TenDespairArray = 16,--十绝阵
Firend = 17,--好友
SenLuoHuanJing = 18,-- 森罗环境
TaSuiLingXiao = 19,-- 踏碎凌霄
FightLevel = 20,--
QiJieShiLian = 23,--七界试炼
CrossYuxuLunDaoFight = 24,--玉虚论道
}
@ -363,6 +366,7 @@ BattleArtFontType = {
Immune = 1, -- 免疫文字
Shield = 2, --破盾文字
clear = 3, --清除文字
Blood = 4, --禁甲文字
}

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@ -1175,6 +1175,19 @@ function BattleUtil.CheckIsHit(atkRole, defRole,skill)
end
function BattleUtil.AddBlood(target,value)
if not target.isBanBlood then
if target.bloodShield then
target.bloodShield:AddValue(value)
else
target:AddBuff(Buff.Create(target, BuffName.Blood,0,value))
end
else
target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
end
end
--获取table的长度
function BattleUtil.LengthOfTable(table)
if not table then

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@ -25,7 +25,7 @@ function MSkill:Init(owner, group, index, skillData)
--MTrigger.AddSkill(self.skillData, self.skillData.triggerCondition, self)
local effectData = self.skillData.effect
self.id = effectData[1] -- 技能ID
self.id = tonumber(effectData[1]) -- 技能ID
-- 将技能加入触发检测
MTrigger.AddSkill(self.skillData.triggerId, self.skillData.triggerCondition, self)
self.hitTime = effectData[2] -- 效果命中需要的时间

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@ -47,7 +47,9 @@ function RoleLogic:Init(uid, data, position)
self.Event:ClearEvent()
self.skill = data.skill
self.skill[1] = tonumber(self.skill[1])
self.superSkill = data.superSkill
self.superSkill[1] = tonumber(self.superSkill[1])
--首次读条时间=速度/20*(等级+10
self.sp = 0
local time = self:GetRoleData(RoleDataName.Speed)/(20*(self:GetRoleData(RoleDataName.Level)+10))
@ -109,9 +111,9 @@ function RoleLogic:Init(uid, data, position)
local coverPass={}
for i = 1, #data.passivity do
local v = data.passivity[i]
local passivityId=v[1]
local passivityId = tonumber(v[1])
local judge=v[2]
local id = v[3]
local id = tonumber(v[3])
local args = {}
for j = 4, #v do
args[j-3] = v[j]

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@ -40,6 +40,12 @@ function this.AddMonsterSkill(skill)
if skill.type == BattleSkillType.Monster then
table.insert(this.MonsterSkillList, skill)
end
BattleLogManager.Log(
"Add Monster Skill",
"camp", skill.owner.camp,
"pos", skill.owner.position,
"type", BattleSkillType.Monster
)
return skill
end

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@ -101,7 +101,7 @@ function PlayerView:onCreate(go, role, position, root)
--self.RootPanel.PlayerPanel, "live_"..position
self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.PlayerPanel, "live_"..position))
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.play_liveScale
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale
self.RoleLiveGO:SetActive(true)
@ -121,7 +121,7 @@ function PlayerView:onCreate(go, role, position, root)
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.mySkillCastRoot.transform)
self.RoleLiveGO2.transform.localScale = Vector3.one * self.play_liveScale -- * 0.75--* 1.5
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale -- * 0.75--* 1.5
self.RoleLiveGO2.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] - 300)
self.RoleLiveGO2:SetActive(false)
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")

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@ -175,7 +175,7 @@ function LingShouBaoGe:SetData()
end)
end)
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.LSrewardData[i].Reward[1][1],nil)
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,self.showData.monsterId,nil)
end
end)
end