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

dev_chengFeng
gaoxin 2021-01-09 17:55:28 +08:00
commit 9502e2e5db
32 changed files with 133 additions and 19 deletions

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@ -1258,7 +1258,7 @@ function GetTimePass(timeValue)
tab.sec = 0
local tab2 = os.date("*t", timeValue)
tab2.hour = 5
tab2.hour = 0
tab2.min = 0
tab2.sec = 0
local timeStartSum = os.time(tab2)

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@ -187,6 +187,7 @@ function this.GetMonsterData(monsterId)
skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId),
superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId),
element = monsterConfig.PropertyName,
job=HeroConfig[monsterConfig.MonsterId].Job,
passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
property = {
monsterConfig.Level,
@ -290,6 +291,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
camp = 0,
type = 1,
quality = 0,
job=HeroConfig[rid].Job,
element = HeroConfig[rid].PropertyName,
professionId = HeroConfig[rid].Profession,
passivity = { },
@ -371,6 +373,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
position = position,
star = star,
skinId=skin,
job=HeroConfig[monsterConfig.MonsterId].Job,
camp = 1,
type = monsterConfig.Type,
quality = monsterConfig.Quality,
@ -399,6 +402,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
position = position,
star = star,
skinId=skin,
job=HeroConfig[rid].Job,
camp = 1,
type = 1,
quality = 0,
@ -544,6 +548,7 @@ function this.GetBattlePlayerData(fId)
camp = 0,
type = 1,
quality = 0,
job=HeroConfig[heroData.id].Job,
element = HeroConfig[heroData.id].PropertyName,
professionId = heroData.profession,
}
@ -844,6 +849,7 @@ function this.GetBattleSorting()
if UIManager.IsOpen(UIName.GuideBattlePanel) then
return GuideBattlePanel.sortingOrder
end
return 0
end
-- 判断是否是战斗测试

View File

@ -2272,7 +2272,7 @@ local effectList = {
local f1 = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local damage = BattleUtil.ErrorCorrection(f1 * caster:GetRoleData(BattlePropList[pro]))
local damage = floor(BattleUtil.ErrorCorrection(f1 * caster:GetRoleData(BattlePropList[pro])))
BattleUtil.FinalDamage(skill, caster, target, damage, nil, 0, nil, true)
end)
end,
@ -2328,6 +2328,28 @@ local effectList = {
end
BattleUtil.SeckillHP(skill,caster,target,pro)
end,
-- 造成目标[a]*[b]%的直接伤害(不会被分摊机制分摊)
-- a[属性],b[float]
[124] = function(caster, target, args, interval, skill)
local pro = args[1]
local f1 = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local damage = floor(BattleUtil.ErrorCorrection(f1 * target:GetRoleData(BattlePropList[pro])))
BattleUtil.FinalDamage(skill, caster, target, damage, nil, 0, nil, true)
end)
end,
-- 目标[a]增加[b]%持续[c]回合,效果可叠加,[d]改变
-- a[属性]b[float]c[int]d[改变类型]
[125] = function(caster, target, args, interval, skill)
local pro = args[1]
local f1 = args[2]
local i1 = args[3]
local ct = args[4]
BattleLogic.WaitForTrigger(interval, function ()
target:AddBuff(Buff.Create(caster, BuffName.PropertyChange, i1, BattlePropList[pro], f1, ct))
end)
end,
}

View File

@ -177,6 +177,8 @@ BuffName = {
Immune = "Immune",
NoDead = "NoDead",
Curse = "Curse",
KylinMark = "KylinMark",
Exile = "Exile",
}
DotType = {

View File

@ -46,13 +46,74 @@ 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
return professionId == comValue
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 end)
if isHave then
num=num+1
end
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]
local comType = condition[2]
local comValue = condition[3]
local rand = condition[4]
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp
end)
local isEnough=BattleUtil.CompareValue(#roleList, comValue, comType)
local r = Random.Range01()
-- 判断概率
if isEnough then
return r>rand/10000
end
return false
end,
[6] = function(skill, condition) --6敌方任意神将生命百分比 【比较类型】 N万分比
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]
local round = condition[4]
-- 获取该技能相同阵营人物
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp
end)
-- 判断
local r = Random.Range01()
for _, role in ipairs(roleList) do
local hpf = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp)
if BattleUtil.CompareValue(hpf, comValue/10000, comType) then
return round/10000>r
end
end
return false
end,
[7] = function(skill, condition) --7检测是否有可以放逐的目标
local list=skill.owner.exileTargets
if list then
local roleList = RoleManager.Query(function(role)
return role.camp ~= skill.owner.camp and not BattleUtil.ChecklistIsContainValue(list,role)
end)
if roleList and #roleList>0 then
return true
end
end
return false
end,
}

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

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@ -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

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@ -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

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@ -8,6 +8,8 @@ local BuffTypeToConfigType = {
[BuffName.Shield] = 5,
[BuffName.Immune] = 6,
[BuffName.Curse] = 7,
[BuffName.KylinMark] = 8,
[BuffName.Exile] = 9,
}
local function _GetPropChangeBuffCType(pName)
for cType, pn in ipairs(BattlePropList) do
@ -39,6 +41,10 @@ local function _GetBuffEffectConfig(buff)
cType = buff.immuneType
elseif bType == BuffName.Curse then
cType = buff.curseType
elseif bType== BuffName.KylinMark then
cType = 1
elseif bType== BuffName.Exile then
cType = 1
end
local type = BuffTypeToConfigType[bType]

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@ -460,6 +460,9 @@ end
-- 怒气值改变
function EnemyView:RoleRageChange(deltaRage)
if self.role:IsRealDead() then
return
end
if deltaRage ~= 0 then
if deltaRage > 0 then
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)

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@ -2,7 +2,7 @@ FloatNode = {}
local floatingEffect = "FloatingText"
local buffFloatingEffect = "BuffFloatingText"
local floor = math.floor
-- 普通文字
TextFloatingColor = {
Blue = 1,
@ -152,6 +152,7 @@ end
function FloatNode:GetArtText(type, color, value)
local text = ""
value=floor(value)
if type == ArtFloatingType.CritDamage then
text = text .. string.char(33) -- 暴击文字
text = text .. string.char((color*2)+110) -- 减号

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@ -518,6 +518,9 @@ end
-- 怒气值改变
function PlayerView:RoleRageChange(deltaRage)
if self.role:IsRealDead() then
return
end
if deltaRage ~= 0 then
if deltaRage > 0 then
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)

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@ -119,7 +119,7 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
self.owner:OnSkillCastingStart()
end
self.owner:DelayFunc(1, function()
self.owner:DelayFunc(2, function()
self.castingEfectNode:SetActive(false)
-- 调用上层接口

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@ -103,7 +103,7 @@ end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function this:OnShow()
--this
this.refreshText.text = Language[11009]
this.refreshText.text = "每日凌晨0点重置求援次数"
this.ShowPanelData()
end
function this.ShowPanelData()