规避不灭效果修改
parent
829ab2e608
commit
a2635081af
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@ -40,6 +40,7 @@ end
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--被动技能表
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--被动技能表
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local passivityList = {
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local passivityList = {
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--发动技能时,[a]的概率将[b]*[c]算作[d]计算
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--发动技能时,[a]的概率将[b]*[c]算作[d]计算
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@ -1562,7 +1563,7 @@ local passivityList = {
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-- buff.cover = true -- 可以叠加
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-- buff.cover = true -- 可以叠加
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-- buff.clear = false -- 不可驱散
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-- buff.clear = false -- 不可驱散
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-- role:AddBuff(buff)
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-- role:AddBuff(buff)
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if skill and not skill.isAdd and defRole:IsDead() then
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if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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role:AddRage(i1, CountTypeName.Add)
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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end
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end
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@ -1780,7 +1781,7 @@ local passivityList = {
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local ct = args[3]
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local ct = args[3]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(defRole)
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local onRoleHit = function(defRole)
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if defRole:IsDead() then
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if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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-- buff.cover = true
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-- buff.cover = true
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role:AddBuff(buff)
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role:AddBuff(buff)
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@ -1984,7 +1985,8 @@ local passivityList = {
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local i1 = args[1]
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local i1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then
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LogError("target "..target.roleId .. " ".. target.star)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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for i = 1, i1 do
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for i = 1, i1 do
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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end
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end
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@ -2030,7 +2032,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
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local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
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BattleUtil.CalTreat(role, role, treat)
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BattleUtil.CalTreat(role, role, treat)
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end
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end
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@ -2219,7 +2221,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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-- 释放技能后
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-- 释放技能后
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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role:AddBuff(buff)
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role:AddBuff(buff)
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end
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end
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@ -2374,7 +2376,7 @@ local passivityList = {
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-- 击杀数量累加
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-- 击杀数量累加
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and defRole:IsDead() then
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if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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killNum = killNum + 1
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killNum = killNum + 1
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end
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end
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end
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end
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@ -2753,7 +2755,7 @@ local passivityList = {
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local dot = args[1]
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local dot = args[1]
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local f1 = args[2]
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local f1 = args[2]
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local function onHit(target)
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local function onHit(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local maxHp = role:GetRoleData(RoleDataName.MaxHp)
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local maxHp = role:GetRoleData(RoleDataName.MaxHp)
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local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
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local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
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BattleUtil.ApplyTreat(role, role, value)
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BattleUtil.ApplyTreat(role, role, value)
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@ -2888,7 +2890,7 @@ local passivityList = {
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local i1 = args[1]
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local i1 = args[1]
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local onHit = function(target, damage, bCrit, finalDmg)
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local onHit = function(target, damage, bCrit, finalDmg)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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role:AddRage(i1, CountTypeName.Add)
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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end
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end
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@ -3209,7 +3211,7 @@ local passivityList = {
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local dt = args[2]
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local dt = args[2]
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-- 直接伤害后
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-- 直接伤害后
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isAdd and target:IsDead() then
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if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
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local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
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BattleUtil.SortByHpFactor(list, 1)
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BattleUtil.SortByHpFactor(list, 1)
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local index = 0
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local index = 0
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@ -3483,7 +3485,7 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target)
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local target = RoleManager.GetAliveAggro(role)
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local target = RoleManager.GetAliveAggro(role)
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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end
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end
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@ -3767,7 +3769,7 @@ local passivityList = {
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[197] = function(role, args)
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[197] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and skill.type == BattleSkillType.Special and target:IsDead() then
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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BattleUtil.RandomAction(f1, function()
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BattleUtil.RandomAction(f1, function()
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role:AddRage(target.Rage, CountTypeName.Add)
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role:AddRage(target.Rage, CountTypeName.Add)
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end)
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end)
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@ -341,6 +341,17 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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end
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end
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--检测是否有是金翅大鹏有不灭效果
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function BattleUtil.CheckIsNoDead(target)
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if target then
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return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
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end
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return false
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end
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function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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if damage < 0 then damage = 0 end
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if damage < 0 then damage = 0 end
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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@ -27,7 +27,7 @@ function RoleLogic:Init(uid, data, position)
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self.uid = uid
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self.uid = uid
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self.position = position
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self.position = position
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self.roleData = data
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self.roleData = data
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self.roleId=data.roleId
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self.data:Init(self, data.property)
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self.data:Init(self, data.property)
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isRealDead = self.isDead
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self.isRealDead = self.isDead
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@ -37,7 +37,7 @@ function RoleLogic:Init(uid, data, position)
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self.element = data.element
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self.element = data.element
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self.professionId = data.professionId
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self.professionId = data.professionId
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self.star = data.star or 1
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self.star = data.star or 1
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LogError("英雄uid".. self.roleId .." " .. self.star)
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self.shield:Clear() --护盾列表
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self.shield:Clear() --护盾列表
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self.exCalDmgList:Clear() --额外计算伤害列表
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self.exCalDmgList:Clear() --额外计算伤害列表
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self.buffFilter:Clear() --buff屏蔽列表
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self.buffFilter:Clear() --buff屏蔽列表
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@ -219,8 +219,13 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
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end
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end
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end
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end
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-- 是否为指定id,指定星级的英雄 by:王振兴 2020/07/29
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function RoleLogic:IsAssignHeroAndHeroStar(id,star)
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if self.roleId==id and self.star==star then
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return true
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end
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return false
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end
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function RoleLogic:AddBuff(buff)
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function RoleLogic:AddBuff(buff)
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@ -265,7 +265,7 @@ function this.RefreshFightData(type)
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data.element = roleData.PropertyName
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data.element = roleData.PropertyName
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data.professionId = roleData.Profession
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data.professionId = roleData.Profession
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data.quality = roleData.Quality
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data.quality = roleData.Quality
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data.star = roleData.Star
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data.star = 10
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data.type = 1
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data.type = 1
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local paskill = string.split(role.passivity, "#")
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local paskill = string.split(role.passivity, "#")
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data.passivity = BattleManager.GetPassivityData(paskill) or {}
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data.passivity = BattleManager.GetPassivityData(paskill) or {}
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