【战斗】======御甲增加表现
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@ -1070,6 +1070,8 @@ function this.GetArtFontConfig(_ArtFontType)
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return "z_zhandou_podun_zh"
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return "z_zhandou_podun_zh"
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elseif _ArtFontType == BattleArtFontType.clear then
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elseif _ArtFontType == BattleArtFontType.clear then
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return "z_zhandou_qingchu_zh"
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return "z_zhandou_qingchu_zh"
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elseif _ArtFontType == BattleArtFontType.Blood then
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return "z_zhandou_jinjia_zh"
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end
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end
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end
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end
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@ -8072,13 +8072,8 @@ local passivityList = {
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end
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end
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local rDamage =floor(f1 * damage)
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local rDamage =floor(f1 * damage)
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if not role.isBanBlood then
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BattleUtil.AddBlood(role,rDamage)
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if role.bloodShield then
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role.bloodShield:AddValue(rDamage)
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else
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role:AddBuff(Buff.Create(role, BuffName.Blood,0, rDamage))
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end
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end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit,nil,nil,role)
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role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit,nil,nil,role)
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end,
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end,
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@ -8428,13 +8423,7 @@ local passivityList = {
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local onRoundChange=function(curRound)
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local onRoundChange=function(curRound)
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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--如果身上有御甲就添加御甲的值
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if not role.isBanBlood then
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BattleUtil.AddBlood(role,val)
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if role.bloodShield then
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role.bloodShield:AddValue(val)
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else--没有就上御甲buff
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role:AddBuff(Buff.Create(role, BuffName.Blood,0, val))
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end
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end
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end
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart, onRoundChange,nil,nil,role)
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role.Event:AddEvent(BattleEventName.RoleTurnStart, onRoundChange,nil,nil,role)
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@ -8532,13 +8521,7 @@ local passivityList = {
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end
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end
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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--如果身上有御甲就添加御甲的值
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if not role.isBanBlood then
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BattleUtil.AddBlood(role,val)
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if role.bloodShield then
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role.bloodShield:AddValue(val)
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else--没有就上御甲buff
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role:AddBuff(Buff.Create(role, BuffName.Blood,0, val))
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end
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end
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time=time+1
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time=time+1
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
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@ -8826,13 +8809,7 @@ local passivityList = {
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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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if not r.isBanBlood then
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BattleUtil.AddBlood(r,tv)
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if r.bloodShield then
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r.bloodShield:AddValue(tv)
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else
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r:AddBuff(Buff.Create(role, BuffName.Blood,0,tv))
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end
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end
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end
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end
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end
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end
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end
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end
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@ -9172,13 +9149,7 @@ local passivityList = {
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if skill.type == BattleSkillType.Special then
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if skill.type == BattleSkillType.Special then
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role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit)
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role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit)
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local value=floor(BattleUtil.ErrorCorrection(allDamage*f1))
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local value=floor(BattleUtil.ErrorCorrection(allDamage*f1))
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if not role.isBanBlood then
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BattleUtil.AddBlood(role,value)
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if role.bloodShield then
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role.bloodShield:AddValue(value)
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else
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role:AddBuff(Buff.Create(role, BuffName.Blood,0,value))
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end
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end
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-- 清空伤害记录
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-- 清空伤害记录
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allDamage = 0
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allDamage = 0
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end
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end
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@ -363,6 +363,7 @@ BattleArtFontType = {
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Immune = 1, -- 免疫文字
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Immune = 1, -- 免疫文字
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Shield = 2, --破盾文字
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Shield = 2, --破盾文字
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clear = 3, --清除文字
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clear = 3, --清除文字
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Blood = 4, --禁甲文字
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}
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}
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@ -1175,6 +1175,19 @@ function BattleUtil.CheckIsHit(atkRole, defRole,skill)
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end
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end
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function BattleUtil.AddBlood(target,value)
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if not target.isBanBlood then
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if target.bloodShield then
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target.bloodShield:AddValue(value)
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else
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target:AddBuff(Buff.Create(target, BuffName.Blood,0,value))
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end
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else
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target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
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end
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end
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--获取table的长度
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--获取table的长度
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function BattleUtil.LengthOfTable(table)
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function BattleUtil.LengthOfTable(table)
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if not table then
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if not table then
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