Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-09-23 11:17:01 +08:00
commit a1a3eda93c
18 changed files with 1194 additions and 217 deletions

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View File

@ -15,6 +15,7 @@ local BuffRegister = {
[BuffName.NoDead] = "NoDead",
[BuffName.Aura] = "Aura",
[BuffName.Brand] = "Brand",
[BuffName.Blood] = "Blood",
}
@ -171,6 +172,7 @@ function BuffManager:AddBuff(target, buff)
buff.roundDuration = buff.duration
buff.roundInterval = buff.interval
buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster, buff)
buff.target.Event:DispatchEvent(BattleEventName.BuffBeAdd, buff)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordBuff, buff.caster, buff.target, buff)
end

View File

@ -692,14 +692,17 @@ local passivityList = {
end)
end,
--进入战斗[a]秒后,免疫控制效果,持续[b]秒
--a[int],b[int]
--进入战斗[a]秒后,免疫控制效果,持续[b]秒,免疫类型[c](c 不填默认为1 免疫控制)
--a[int],b[int],c[int]
[37] = function(role, args)
local f1 = args[1]
local f2 = args[2]
local type=1
if args[3] then
type=args[3]
end
BattleLogic.WaitForTrigger(f1, function ()
role:AddBuff(Buff.Create(role, BuffName.Immune, f2, 1))
role:AddBuff(Buff.Create(role, BuffName.Immune, f2,type))
end)
end,
@ -2784,13 +2787,16 @@ local passivityList = {
end,
-- 受到[a]状态敌人攻击时受到伤害[b]改变[c]%
-- a[持续伤害状态]b[改变类型]c[float]
-- a[持续伤害状态]b[改变类型]c[float],d[int 1:直接伤害 ](d 不填/0不区别是否为直接伤害)
[140] = function(role, args)
local dot = args[1]
local ct = args[2]
local f1 = args[3]
local onPassiveBeDamaging = function(func, caster, damage)
local type = args[4]
local onPassiveBeDamaging = function(func, caster, damage,skill)
if type==1 and not skill then
return
end
if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end,role,dot) then
local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct)))
if func then func(dmgDeduction) end
@ -3341,25 +3347,25 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd,nil,nil,role)
end,
-- 攻击目标时目标身上每有1种异常状态包括麻痹、眩晕、沉默、灼烧、中毒都会使对其造成的直接伤害提高异常状态数量乘以[a]%。
-- a[float]
-- 攻击目标时目标身上每有1种异常状态包括麻痹、眩晕、沉默、灼烧、中毒都会使对其造成的直接伤害提高异常状态数量乘以[a]%。,[b]是否包含dot类buff(b 不填/0为包含 )
-- a[float],b[int 1:不包含]
[161] = function(role, args,id,judge)
local f1 = args[1]
local isDot = args[2]
if not isDot then
isDot=0
end
--之前为根据异常效果的数量改为根据异常效果的类型 by:王振兴
local function onPassiveDamaging(damagingFunc, target, damage,skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
--local list = BattleLogic.BuffMgr:GetBuff(target, function(buff)
--return buff.type == BuffName.DOT or buff.type == BuffName.Control
--end)
local dotList={}
local controlList={}
local list=BattleLogic.BuffMgr:GetBuff(target)
for i = 1, #list do
local buff=list[i]
if buff.type== BuffName.DOT and buff.damageType and dotList and not BattleUtil.ChecklistIsContainValue(dotList,buff.damageType) then
if isDot==0 and buff.type== BuffName.DOT and buff.damageType and dotList and not BattleUtil.ChecklistIsContainValue(dotList,buff.damageType) then
table.insert(dotList,buff.damageType)
end
@ -7293,7 +7299,7 @@ local passivityList = {
end,
-- 技能施加控制状态失败,回复自身[a]点怒气()
-- a[int]
[318] = function(role, args)
[318] = function(role, args,id,judge)
local f1 = args[1]
local ctrlNum=0
@ -7482,7 +7488,7 @@ local passivityList = {
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]
[324]=function(role,args)
[324]=function(role,args,id,judge)
local max=args[1]
local ele=args[2]
local onRoleCastSkillBrfore=function(caster)
@ -7509,7 +7515,7 @@ local passivityList = {
end,
-- 被自身控制[a]的敌方目标,己方[b]阵营神将对其造成伤害增加[c]%
-- a[int 控制状态] b[int] c[float]
[325] = function(role, args)
[325] = function(role, args,id,judge)
local f1 = args[1]
local ele = args[2]
local f2 = args[3]
@ -7799,7 +7805,7 @@ local passivityList = {
end,
-- 武将怒气为[a]点时即可释放技能,释放技能消耗当前所有怒气 超过[c]点的怒气部分 每消耗1点怒气技能伤害为[b]%(c不填默认为4)
-- a[int]b[float],c[int]
[336] = function(role, args)
[336] = function(role, args,id,judge)
local i1 = args[1]
local f1 = args[2]
local num = args[3]
@ -7912,8 +7918,364 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, onRoundStart,nil,nil,role)
end,
-- 受到直接伤害的[a]%转换为护甲
-- a[float]
[338] = function(role, args,id,judge)
local f1 = args[1]
local onBeHit = function(caster, damage, bCrit, finalDmg, damageType, skill,isDirect)
if finalDmg<=0 then
return
end
--如果角色死亡就不会反弹伤害
if role:IsDead() then
return
end
--不是真实伤害
if not skill and not isDirect then
return
end
local rDamage =floor(f1 * damage)
role:AddBuff(Buff.Create(role, BuffName.Blood,0, rDamage))
end
role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit,nil,nil,role)
end,
--每次行动未造成击杀,则该行动主目标造成其[a][b]%的间接伤害
--a[int 属性],b[float]
[339] = function(role, args,id,judge)
local p1 = args[1]
local v1 = args[2]
local isNoDie=true
--获取主目标
local onSkillCast = function(skill)
if not skill then
return
end
if skill and not skill.isTriggerJudge and judge==1 then
return
end
local list=skill:GetDirectTargets()
local target=RoleManager.GetAggroHero(role,list)
if target and BattleUtil.LengthOfTable(target)>0 then
role.curMainTarget=target[1]
end
end
role.Event:AddEvent(BattleEventName.SkillCastBefore, onSkillCast,nil,nil,role)
local onRoleKill=function(defRole,skill)
isNoDie=false
end
local onTurnStar=function(role)
role.Event:AddEvent(BattleEventName.RoleKill,onRoleKill,nil,nil,role)
end
role.Event:AddEvent(BattleEventName.RoleTurnStart, onTurnStar,nil,nil,role)
local onTurnEnd=function(role)
role.Event:RemoveEvent(BattleEventName.RoleKill,onRoleKill,nil,nil,role)
if isNoDie then
local damage=floor(BattleUtil.FP_Mul(role.curMainTarget:GetRoleData(BattlePropList[p1]),v1))
BattleUtil.FinalDamage(nil,role,role.curMainTarget,damage)
end
isNoDie=true
end
role.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd,nil,nil,role)
end,
-- 为己方单位恢复怒气是,为主目标添加[a] 属性[b] [c]%的效果,持续[d]回合,每回合最多生效一次
-- a[int 改变类型] b[int] c[float] d[int]
[340] = function(role, args,id,judge)
local ct = args[1]
local p1 = args[2]
local v1=args[3]
local round=args[4]
local isTurn=false
local onRoleHit = function(caster, target, deltaRage, countType, value)
if not isTurn then
return
end
if caster~=role then
return
end
if target.camp~=role.camp or countType~=CountTypeName.Add then
return
end
target:AddBuff(Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct))
isTurn=false
end
BattleLogic.Event:AddEvent(BattleEventName.RecordRageChange, onRoleHit,nil,nil,role)
local onRoleTurnStart=function()
isTurn=true
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoleTurnStart,nil,nil,role)
end,
-- 造成直接伤害时,自身每有[a]点怒气,造成的伤害增加[b]%,最高为[c]%
-- a[int],b[float],c[float]
[341] = function(role, args,id,judge)
local num = args[1]
local f1 = args[2]
local f2 = args[3]
local count=0
local OnSkillCast=function(skill)
count=floor(role.Rage/num)
end
role.Event:AddEvent(BattleEventName.ActionOperateAngerBefore,OnSkillCast,nil,nil,role)
local OnPassiveDamaging = function(damagingFunc, target, damage,skill)
if not skill then
return
end
local add=count*f1
if add>f2 then
add=f2
end
damagingFunc(-floor(BattleUtil.FP_Mul(add,damage)))
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
end,
--回合行动形成追击时,每次追击造成的伤害增加[a]%
--a[float]
[342] = function(role, args,id,judge)
local p1 = args[1]
local isTurn=false
-- 如果是行动回合追加的技能的伤害
local onPassiveDamaging = function(func, target, damage, skill)
if not skill then
return
end
if not skill.isAdd then
return
end
if isTurn==false then
return
end
if not skill.isTriggerJudge and judge==1 then
return
end
if skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.Normal then
func(-floor(BattleUtil.FP_Mul(p1,damage)))
end
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
local onTurnStar=function(role)
isTurn=true
end
role.Event:AddEvent(BattleEventName.RoleTurnStart, onTurnStar,nil,nil,role)
local onTurnEnd=function(role)
isTurn=false
end
role.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd,nil,nil,role)
end,
--回合结束时,与自己怒气相同的己方单位同时回复[a]点怒气
--a[int]
[343]=function(role,args,id,judge)
local num=args[1]
local onRoundChange=function(round)
if round==0 then
return
end
local list = RoleManager.Query(function(v) return role.camp == v.camp end)
for _, r in pairs(list) do
if r.Rage==role.Rage and r~=role then
BattleUtil.CalRage(role,r,num,CountTypeName.Add)
end
end
BattleUtil.CalRage(role,role,num,CountTypeName.Add)
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, onRoundChange,nil,nil,role)
end,
--释放技能时,对控制成功的目标,技能的直接伤害增加[a]%;失败使目标 属性[b] 改变[c] [d]% 持续[e]回合
--a[float],b[int 属性id],c[int 改变类型],d[float],e[int]
[344]=function(role,args,id,judge)
local p1=args[1]
local pro = args[2]
local ct = args[3]
local v1 = args[4]
local round = args[5]
local curSkill=nil
--添加buff成功
local OnBuffBeAdd=function(buff)
if not buff or buff.caster~=role or buff.type~=BuffName.Control then
return
end
--添加技能额外伤害
if curSkill then
local finalDamage=floor(role.superSkillDamage*p1)
BattleUtil.FinalDamage(nil,role,buff.target,finalDamage)
end
end
--添加buff失败
local OnBuffAddFail=function(buff)
if not buff or buff.caster~=role or buff.type~=BuffName.Control then
return
end
buff.target:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[pro],v1, ct))
end
local OnSkillCast=function(skill)
if skill.type~=BattleSkillType.Special then
return
end
curSkill=skill
BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffFail,OnBuffAddFail,nil,nil,role)
role.Event:AddEvent(BattleEventName.BuffCaster,OnBuffBeAdd,nil,nil,role)
end
role.Event:AddEvent(BattleEventName.SkillCast,OnSkillCast,nil,nil,role)
local OnSkillCastEnd=function(skill)
if skill.type~=BattleSkillType.Special then
return
end
curSkill=nil
BattleLogic.Event:RemoveEvent(BattleEventName.RoleAddBuffFail,OnBuffAddFail,nil,nil,role)
role.Event:RemoveEvent(BattleEventName.BuffCaster,OnBuffBeAdd,nil,nil,role)
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,OnSkillCastEnd,nil,nil,role)
end,
--持续伤害效果[a]结算时,对目标造成其[b][c]%的伤害
-- a[int dot类型id] b[int 属性id],c[float]
[345]=function(role,args)
local type=args[1]
local pro=args[2]
local v1=args[3]
local OnBuffEnd=function(buff)
if buff and buff.caster==role and buff.damageType==type then
local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
BattleUtil.FinalDamage(nil,role,buff.target, val)
end
end
BattleLogic.Event:AddEvent(BattleEventName.DotBuffEnd, OnBuffEnd,nil,nil,role)
end,
--技能对[a]阵营/职业目标 伤害[b]改变[c]% ,[d]类型(1:阵营 2:职业)
-- a[int] b[int],c[float],d[int]
[346]=function(role,args,id,judge)
local v1=args[1]
local ct=args[2]
local v2=args[3]
local type=args[4]
local OnPassiveDamaging = function(damagingFunc, defRole, damage,skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if not defRole then
return
end
if defRole.camp==role.camp then
return
end
--如果不是限定阵营
if type==1 and defRole.element~=v1 then
return
end
--如果不是限定职业
if type==2 and defRole.professionId~=v1 then
return
end
damagingFunc(-floor(v2 * damage))
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role)
end,
--敌方单位死亡立即回复满血(没有表现)
[347]=function(role,args,id,judge)
local onRoleHit = function(deadRole)
if deadRole.camp==role.camp then
return
end
--BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
local addHp=role:GetRoleData(RoleDataName.MaxHp) - role:GetRoleData(RoleDataName.Hp)
role.data:AddValue(RoleDataName.Hp,addHp)
--end)
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit,nil,nil,role)
end,
--第[a]回合结束后,自身血量未降低到[b]%,[c]属性[d]改变 [e]% 持续[f]回合,[g]属性[h]改变 [i]% 持续[j]回合(g,h,i,j任一参数不填都不会生效)
--a[int],b[float],c[int 属性],d[int 改变类型],e[float],f[int], g[int 属性],h[int,改变类型],i[float],j[int]
[348]=function(role,args,id,judge)
local round = args[1]
local prop = args[2]
local pro1 = args[3]
local ct1 = args[4]
local v1 = args[5]
local r1 = args[6]
local pro2 = args[7]
local ct2 = args[8]
local v2 = args[9]
local r2 = args[10]
local OnRoundEnd=function(curRound)
if curRound~= round then
return
end
local curProp=BattleUtil.GetHPPencent(role)
if curProp<=prop then
return
end
if r1 and pro1 and v1 and ct1 then
role:AddBuff(Buff.Create(role,BuffName.PropertyChange, r1, BattlePropList[pro1], v1, ct1))
end
if r2 and pro2 and v2 and ct2 then
role:AddBuff(Buff.Create(role,BuffName.PropertyChange, r2, BattlePropList[pro2], v2, ct2))
end
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,OnRoundEnd)
end,
--每回合最多减少[a]点怒气(不受放逐影响)
--a[int]
[349]=function(role,args,id,judge)
local maxNum=args[1]
role.RoundMaxSubRage=maxNum
local OnRoundEnd=function(curRound)
role.AllSubRage=0
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,OnRoundEnd)
end,
-- 第[a]回合中,敌人受到的任何伤害会对其他敌人造成该伤害[b]%的间接伤害
-- a[int],b[float]
[350] = function(role, args,id,judge)
local i1 = args[1]
local f1 = args[2]
local function OnDamage(func, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
if skill==nil then
return
end
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if defRole.camp ~= role.camp then
if skill or dotType then
local list = RoleManager.Query(function(r) return r.camp == defRole.camp and r ~= defRole end)
for _, r in ipairs(list) do
local dd = floor(BattleUtil.ErrorCorrection(damage* f1))
BattleUtil.FinalDamage(nil, atkRole, r, dd)
end
end
end
end
local function onRoundChange(curRound)
if curRound == i1 then
BattleLogic.Event:AddEvent(BattleEventName.FinalDamage, OnDamage)
elseif curRound == i1 + 1 then
BattleLogic.Event:RemoveEvent(BattleEventName.FinalDamage, OnDamage)
end
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange)
end,
}
return passivityList

View File

@ -0,0 +1,56 @@
Blood = Buff:New()
--初始化Buff通过传入一些自定义参数控制成长相关的数值
function Blood:SetData(...)
-- 刷新排序等级
self.bloodValue=...
self.sort = 4
end
--初始化后调用一次
function Blood:OnStart()
self.target.bloodShield = self
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
end
function Blood:GetCurValue()
return self.bloodValue
end
--间隔N帧触发返回true时表示继续触发返回false立刻触发OnEnd
function Blood:OnTrigger()
return true
end
--效果结束时调用一次
function Blood:OnEnd()
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,0)
self.target.bloodShield = nil
self.bloodValue=0
end
--计算血甲
function Blood:CountBloodValue(damage)
local finalDamage=0
self.bloodValue=self.bloodValue-damage
if self.bloodValue<=0 then
self.disperse=true
finalDamage=self.bloodValue
end
local value=0
if self.bloodValue<=0 then
value=0
end
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
return finalDamage
end
--只有当cover字段为true时触发返回true则被新效果覆盖
function Blood:OnCover(newBuff)
return true
end
return Blood

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 489a333956a8af142befcc171adc4334
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -45,6 +45,7 @@ end
--效果结束时调用一次
function DOT:OnEnd()
BattleLogic.Event:DispatchEvent(BattleEventName.DotBuffEnd, self)
self.triggerTime=0
end

View File

@ -14,6 +14,13 @@ local immune3 = function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
end
--免疫控制不免疫禁疗
local immune5 = function(buff)
return buff.type == BuffName.Control and buff.ctrlType and buff.ctrlType~=4
end
--初始化Buff通过传入一些自定义参数控制成长相关的数值
function Immune:SetData(type,func)
self.immuneType = type
@ -38,11 +45,11 @@ function Immune:OnStart()
elseif self.immuneType==4 then--自定义免疫
if self.immune4 then
self.target.buffFilter:Add(self.immune4)
end
end
if condition then
-- body
end
elseif self.immuneType==5 then--免疫控制 不免疫禁疗
self.target.buffFilter:Add(immune5)
end
end
--间隔N帧触发返回true时表示继续触发返回false立刻触发OnEnd

View File

@ -1,4 +1,4 @@
local index = 0
local index = 0
local function indexAdd()
index = index + 1
return index
@ -131,6 +131,7 @@ BattleEventName = {
BuffStart = indexAdd(),
BuffDodge = indexAdd(),
BuffTrigger = indexAdd(),
BuffBeAdd=indexAdd(),
BuffEnd = indexAdd(),
BuffCountChange = indexAdd(),
BuffCover = indexAdd(),
@ -153,9 +154,10 @@ BattleEventName = {
RoleCastSkillBefore = indexAdd(),
--护盾buff消失以后
ShieldBuffEnd=indexAdd(),
--治疗效果导入
--治疗效果结束
HotBuffEnd=indexAdd(),
--dot buff结束
DotBuffEnd=indexAdd(),
-- 战斗记录用
RecordDamage = indexAdd(), -- 伤害
RecordTreat = indexAdd(), -- 治疗
@ -170,6 +172,8 @@ BattleEventName = {
RecordRageChange = indexAdd(), -- 怒气改变时
ActionOperateAngerAfter =indexAdd(),--角色行动操作怒气后
HitRoleInBurn = indexAdd(), --击中在燃烧状态得敌人
ActionOperateAngerBefore =indexAdd(),--角色行动操作怒气前
BloodValueChange = indexAdd(), --御甲只发发生改变
}
BattleMaxFrame = 1000000
@ -218,6 +222,7 @@ BuffName = {
NoDead = 10,
Aura = 11,
Brand = 12,
Blood = 13,
}
DotType = {

View File

@ -654,8 +654,20 @@ function BattleUtil.CalRage(caster, target, value, countType)
return
end
local lastRage=target.Rage
--如果每回合减的怒气超过了每回合上限就不再减怒
if (countType==3 or countType==4) and target.RoundMaxSubRage~=0 and target.RoundMaxSubRage<=target.AllSubRage then
return
end
--这个减的怒气+已经间的怒气> 怒气限制
if (countType==3 or countType==4) and target.RoundMaxSubRage~=0 and value+target.AllSubRage>target.RoundMaxSubRage then
value=target.RoundMaxSubRage-target.AllSubRage
end
-- 操作怒气
local deltaRage = target:AddRage(value, countType)
if (countType==3 or countType==4) and target.RoundMaxSubRage~=0 then
target.AllSubRage=target.AllSubRage-deltaRage
end
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRageChange, caster, target, deltaRage,countType,value,lastRage)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRage, caster, target, deltaRage)
@ -705,7 +717,18 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
return
end
if damage < 0 then damage = 0 end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
if skill and skill.type==BattleSkillType.Special then
skill.owner.superSkillDamage=damage
end
--计算血量防护
local realDamage=damage
--血量防护只会防直接伤害
if defRole.bloodShield and skill then
realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage))
damage=realDamage
end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp,realDamage)
if finalDmg >= 0 then
if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then
defRole:SetDead(damage)
@ -882,6 +905,50 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
end
function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill)
-- 灵兽无效
if targetRole.type == BattleUnitType.Monster then
return
end
BattleLogic.Event:DispatchEvent(BattleEventName.DisposeRoleCtrl_noheal, castRole,targetRole)
if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血
--禁疗并且没有死亡的单位显示血量+0 不走后面代码,防止触发后面的被动 by:王振兴 2021/1/27
if targetRole.ctrl_noheal and not targetRole:IsDead() then
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, 0, 0)
end
return
end
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
local maxHp = targetRole:GetRoleData(RoleDataName.MaxHp)
local hp = targetRole:GetRoleData(RoleDataName.Hp)
baseFactor = baseFactor or 1
local baseTreat = BattleUtil.FP_Mul(value, baseFactor)
--baseTreat = BattleUtil.CountChangeList(baseTreat, cl)
-- 取整
local baseTreat = floor(baseTreat + 0.5)
local treat = min(baseTreat, maxHp - hp)
if treat > 0 then
targetRole.data:AddValue(RoleDataName.Hp, treat)
end
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
--添加发送到battleLogic的治疗消息用于计算总的战斗伤害值
BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
-- 战斗记录用
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, castRole, targetRole, baseTreat)
BattleLogManager.Log(
"Final Treat",
"acamp", castRole.camp,
"apos", castRole.position,
"tcamp", targetRole.camp,
"tpos", targetRole.position,
"value", value
)
end
function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
-- 灵兽无效
@ -1002,6 +1069,7 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round)
target:AddBuff(buff)
end)
if not isAdd then
buff.target=target
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff)
end
return isAdd

View File

@ -29,6 +29,8 @@ function RoleLogic:Init(uid, data, position)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead
self.killDamage = 0 --致死伤害
self.superSkillDamage = 0 --技能伤害
self.killRole=nil --击杀英雄
self.camp = data.camp --阵营 0我方 1敌方
self.name = data.name
self.element = data.element
@ -60,7 +62,8 @@ function RoleLogic:Init(uid, data, position)
self.aiOrder = data.ai
self.aiIndex = 1
self.aiTempCount = 0
self.RoundMaxSubRage=0 --每回合最多减少怒气
self.AllSubRage =0 -- 每回合减少的怒气
self.IsDebug = false
self.enemyType = EnemyType.normal
self.lockTarget = nil --嘲讽
@ -75,7 +78,7 @@ function RoleLogic:Init(uid, data, position)
self.reliveFilter = true -- 控制复活的标志位置为false角色将不再享受复活效果
self.reliveHPF = 1
self.reliveCaster = nil
self.bloodShield = nil
self.IsCanAddSkill = true -- 是否可以追加技能
self.mustHit=false --必定命中
self.mustCrit=false --必定暴击
@ -370,7 +373,7 @@ function RoleLogic:SkillCast(skill, func)
_CastDone()
return
end
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerBefore,self)
-- 没有麻痹,释放普通攻击
if (skill.type == BattleSkillType.Normal or skill.type ==BattleSkillType.ChaosNormal) and not self.ctrl_palsy then

View File

@ -62,7 +62,6 @@ function Skill:Cast(func)
self.castDoneFunc = func
self.isTriggePassivity=false
self.triggerPassivityId={}
-- 技能效果生效
if self.effectCaster then
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/03/26

View File

@ -10,6 +10,7 @@ local BuffTypeToConfigType = {
[BuffName.Curse] = 7,
[BuffName.KylinMark] = 8,
[BuffName.Exile] = 9,
[BuffName.Blood] = 13,
}
local function _GetPropChangeBuffCType(pName)
for cType, pn in ipairs(BattlePropList) do
@ -45,6 +46,8 @@ local function _GetBuffEffectConfig(buff)
cType = 1
elseif bType== BuffName.Exile then
cType = 1
elseif bType== BuffName.Blood then
cType = 1
end
local type = BuffTypeToConfigType[bType]

View File

@ -30,6 +30,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
self.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
self.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
self.yujiaSlider=Util.GetGameObject(go, "hpProgress/yujia"):GetComponent("Image")
self.nameText = Util.GetGameObject(go, "Name/Text"):GetComponent("Text")
self.level = Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
self.elementImg = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image")
@ -53,6 +54,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider.fillAmount = self.hpCache
self.hpPassSlider.fillAmount = self.hpCache
self.yujiaSlider.fillAmount = 0
self.livePath = GetResourcePath(live)
self.play_liveScale = RoleConfig[roleId].play_liveScale
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
@ -146,7 +148,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
role.Event:AddEvent(BattleEventName.RoleBeExile,self.OnRoleExile,self)
role.Event:AddEvent(BattleEventName.RoleExileEnd,self.OnRoleExileEnd,self)
role.Event:AddEvent(BattleEventName.BloodValueChange,self.OnBloodValueChange,self)
if IsOpenBattleDebug then
local URoleProperty = go:GetComponent(typeof(RoleProperty))
if not URoleProperty then
@ -261,6 +263,10 @@ function EnemyView:OnRoleExileEnd(role)
local color = Color.New(1, 1, 1, 1)
Util.SetColor(self.RoleLiveGOGraphic, color)
end
function EnemyView:OnBloodValueChange(value)
self.yujiaSlider.fillAmount = value
end
-- 缩放
function EnemyView:DoScale(scale, dur, func)
@ -520,6 +526,7 @@ function EnemyView:OnDead()
self.hpPassTween:Kill()
end
self.hpSlider.fillAmount = 0
self.yujiaSlider.fillAmount = 0
self.hpPassSlider.fillAmount = 0
--死亡后不把怒气条显示清空,处理触发不灭怒气不足四点 怒气条清空 2021/09/01
--self.rageSlider.fillAmount = 0
@ -586,6 +593,7 @@ function EnemyView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.yujiaSlider.fillAmount = 0
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
local sortingOrder = self.GameObject.transform.parent:GetComponent("Canvas").sortingOrder + 21
local go = BattleManager.LoadAsset(reliveEffect1,sortingOrder)

View File

@ -31,6 +31,7 @@ function PlayerView:onCreate(go, role, position, root)
self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Xia/DongHua/MingZi")
self.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
self.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
self.yujiaSlider=Util.GetGameObject(go, "hpProgress/yujia"):GetComponent("Image")
local nameParent = Util.GetGameObject(go, "Name")
self.nameText = Util.GetGameObject(go, "Text"):GetComponent("Text")
self.level = Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
@ -41,6 +42,7 @@ function PlayerView:onCreate(go, role, position, root)
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider.fillAmount = self.hpCache
self.hpPassSlider.fillAmount = self.hpCache
self.yujiaSlider.fillAmount = 0
local roleId=role.roleData.roleId
local live=HeroConfig[role.roleData.roleId].Live
@ -160,6 +162,7 @@ function PlayerView:onCreate(go, role, position, root)
role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
role.Event:AddEvent(BattleEventName.RoleBeExile,self.OnRoleExile,self)
role.Event:AddEvent(BattleEventName.RoleExileEnd,self.OnRoleExileEnd,self)
role.Event:AddEvent(BattleEventName.BloodValueChange,self.OnBloodValueChange,self)
if IsOpenBattleDebug then
local URoleProperty = go:GetComponent(typeof(RoleProperty))
if not URoleProperty then
@ -179,6 +182,12 @@ function PlayerView:OnSortingOrderChange(battleSorting)
self:ChangeCardSorting(battleSorting + self.role.position)
end
function PlayerView:OnBloodValueChange(value)
self.yujiaSlider.fillAmount = value
end
-- 改变卡牌层级
function PlayerView:ChangeCardSorting(sortingOrder)
if not self.oSortingOrder then
@ -563,6 +572,7 @@ function PlayerView:OnDead()
end
self.hpSlider.fillAmount = 0
self.hpPassSlider.fillAmount = 0
self.yujiaSlider.fillAmount = 0
--死亡后不把怒气条显示清空,处理触发不灭怒气不足四点 怒气条清空 2021/09/01
--self.rageSlider.fillAmount = 0
self.rageText.text = ""
@ -607,6 +617,7 @@ function PlayerView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.yujiaSlider.fillAmount = 0
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
local sortingOrder = self.GameObject:GetComponent("Canvas").sortingOrder + 21
local go = BattleManager.LoadAsset(reliveEffect1,sortingOrder)