【战斗】添加一些战斗日志
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@ -2247,6 +2247,15 @@ local passivityList = {
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local i1 = args[4]
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-- 释放技能后
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local onSkillEnd = function(skill)
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BattleLogManager.Log(
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"Passive 119",
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"camp", role.camp,
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"pos", role.position,
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"isSkill", tostring(skill ~= nil),
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"isTriggerJudge", tostring(skill.isTriggerJudge),
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"type", tostring(skill.type),
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"judge", tostring(judge)
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)
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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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@ -424,15 +424,6 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
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end
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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--
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BattleLogManager.Log(
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"Add Skill",
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"camp", self.camp,
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"pos", self.position,
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"type", type,
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"isRage", tostring(isRage),
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"isAdd", tostring(isAdd),
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"targets", targets and #targets or "0"
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)
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end
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--加入额外技能,用于额外释放技能 by:王振兴
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@ -450,15 +441,6 @@ function RoleLogic:InsertExtraSkill(id,type)
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end
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--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
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SkillManager.InsertSkill(self, effectData, skillType, nil, true, false,isTrigger)
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BattleLogManager.Log(
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"Insert Extra Skill",
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"camp", self.camp,
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"pos", self.position,
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"type", skillType,
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"isRage", tostring(false),
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"isAdd", tostring(true),
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"targets", targets and #targets or "0"
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)
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end
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end
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@ -468,16 +450,6 @@ function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
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if not self.IsCanAddSkill and isAdd then return end
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local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
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SkillManager.InsertSkill(self, effectData, type, targets, isAdd, isRage)
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--
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BattleLogManager.Log(
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"Insert Skill",
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"camp", self.camp,
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"pos", self.position,
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"type", type,
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"isRage", tostring(isRage),
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"isAdd", tostring(isAdd),
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"targets", targets and #targets or "0"
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)
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end
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-- 设置是否可以追加技能
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function RoleLogic:SetIsCanAddSkill(isCan)
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@ -49,6 +49,16 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTrigge
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if not this.CheckMaxCount() then
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return
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end
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BattleLogManager.Log(
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"Add Skill",
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"camp", caster.camp,
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"pos", caster.position,
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"type", type,
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"isRage", tostring(isRage),
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"isAdd", tostring(isAdd),
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"isTriggerJudge", tostring(isTriggerJudge),
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"targets", targets and #targets or "0"
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)
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local skill = skillPool:Get()
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skill:Init(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
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if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
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@ -64,6 +74,18 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri
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if not this.CheckMaxCount() then
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return
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end
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BattleLogManager.Log(
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"Insert Skill",
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"camp", caster.camp,
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"pos", caster.position,
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"type", type,
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"isRage", tostring(isRage),
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"isAdd", tostring(isAdd),
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"isTriggerJudge", tostring(isTriggerJudge),
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"isLoop", tostring(isLoop),
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"targets", targets and #targets or "0"
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)
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local skill = skillPool:Get()
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--角色被混乱后
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