规避不灭效果修改

dev_chengFeng
wangzhenxing 2020-07-29 13:41:15 +09:00
parent 829ab2e608
commit a2635081af
4 changed files with 34 additions and 16 deletions

View File

@ -40,6 +40,7 @@ end
--被动技能表 --被动技能表
local passivityList = { local passivityList = {
--发动技能时,[a]的概率将[b]*[c]算作[d]计算 --发动技能时,[a]的概率将[b]*[c]算作[d]计算
@ -1562,7 +1563,7 @@ local passivityList = {
-- buff.cover = true -- 可以叠加 -- buff.cover = true -- 可以叠加
-- buff.clear = false -- 不可驱散 -- buff.clear = false -- 不可驱散
-- role:AddBuff(buff) -- role:AddBuff(buff)
if skill and not skill.isAdd and defRole:IsDead() then if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
role:AddRage(i1, CountTypeName.Add) role:AddRage(i1, CountTypeName.Add)
end end
end end
@ -1780,7 +1781,7 @@ local passivityList = {
local ct = args[3] local ct = args[3]
-- 释放技能后 -- 释放技能后
local onRoleHit = function(defRole) local onRoleHit = function(defRole)
if defRole:IsDead() then if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct) local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
-- buff.cover = true -- buff.cover = true
role:AddBuff(buff) role:AddBuff(buff)
@ -1984,7 +1985,8 @@ local passivityList = {
local i1 = args[1] local i1 = args[1]
-- 释放技能后 -- 释放技能后
local onRoleHit = function(target) local onRoleHit = function(target)
if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then LogError("target "..target.roleId .. " ".. target.star)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
for i = 1, i1 do for i = 1, i1 do
role:AddSkill(BattleSkillType.Normal, false, true, nil) role:AddSkill(BattleSkillType.Normal, false, true, nil)
end end
@ -2030,7 +2032,7 @@ local passivityList = {
local f1 = args[1] local f1 = args[1]
-- 释放技能后 -- 释放技能后
local onRoleHit = function(target) local onRoleHit = function(target)
if target:IsDead() then if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1)) local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
BattleUtil.CalTreat(role, role, treat) BattleUtil.CalTreat(role, role, treat)
end end
@ -2219,7 +2221,7 @@ local passivityList = {
local f1 = args[1] local f1 = args[1]
-- 释放技能后 -- 释放技能后
local onRoleHit = function(target) local onRoleHit = function(target)
if target:IsDead() then if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add) local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
role:AddBuff(buff) role:AddBuff(buff)
end end
@ -2374,7 +2376,7 @@ local passivityList = {
-- 击杀数量累加 -- 击杀数量累加
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill) local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and defRole:IsDead() then if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1 killNum = killNum + 1
end end
end end
@ -2753,7 +2755,7 @@ local passivityList = {
local dot = args[1] local dot = args[1]
local f1 = args[2] local f1 = args[2]
local function onHit(target) local function onHit(target)
if target:IsDead() then if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local maxHp = role:GetRoleData(RoleDataName.MaxHp) local maxHp = role:GetRoleData(RoleDataName.MaxHp)
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1)) local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
BattleUtil.ApplyTreat(role, role, value) BattleUtil.ApplyTreat(role, role, value)
@ -2888,7 +2890,7 @@ local passivityList = {
local i1 = args[1] local i1 = args[1]
local onHit = function(target, damage, bCrit, finalDmg) local onHit = function(target, damage, bCrit, finalDmg)
if target:IsDead() then if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
role:AddRage(i1, CountTypeName.Add) role:AddRage(i1, CountTypeName.Add)
end end
end end
@ -3209,7 +3211,7 @@ local passivityList = {
local dt = args[2] local dt = args[2]
-- 直接伤害后 -- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isAdd and target:IsDead() then if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end) local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
BattleUtil.SortByHpFactor(list, 1) BattleUtil.SortByHpFactor(list, 1)
local index = 0 local index = 0
@ -3483,7 +3485,7 @@ local passivityList = {
local f1 = args[1] local f1 = args[1]
local onRoleHit = function(target) local onRoleHit = function(target)
if target:IsDead() then if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local target = RoleManager.GetAliveAggro(role) local target = RoleManager.GetAliveAggro(role)
BattleUtil.CalDamage(nil, role, target, 1, f1) BattleUtil.CalDamage(nil, role, target, 1, f1)
end end
@ -3767,7 +3769,7 @@ local passivityList = {
[197] = function(role, args) [197] = function(role, args)
local f1 = args[1] local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill) local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special and target:IsDead() then if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function() BattleUtil.RandomAction(f1, function()
role:AddRage(target.Rage, CountTypeName.Add) role:AddRage(target.Rage, CountTypeName.Add)
end) end)

View File

@ -341,6 +341,17 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType) return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
end end
--检测是否有是金翅大鹏有不灭效果
function BattleUtil.CheckIsNoDead(target)
if target then
return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
end
return false
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType) function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end if damage < 0 then damage = 0 end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage) local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)

View File

@ -27,7 +27,7 @@ function RoleLogic:Init(uid, data, position)
self.uid = uid self.uid = uid
self.position = position self.position = position
self.roleData = data self.roleData = data
self.roleId=data.roleId
self.data:Init(self, data.property) self.data:Init(self, data.property)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0 self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead self.isRealDead = self.isDead
@ -37,7 +37,7 @@ function RoleLogic:Init(uid, data, position)
self.element = data.element self.element = data.element
self.professionId = data.professionId self.professionId = data.professionId
self.star = data.star or 1 self.star = data.star or 1
LogError("英雄uid".. self.roleId .." " .. self.star)
self.shield:Clear() --护盾列表 self.shield:Clear() --护盾列表
self.exCalDmgList:Clear() --额外计算伤害列表 self.exCalDmgList:Clear() --额外计算伤害列表
self.buffFilter:Clear() --buff屏蔽列表 self.buffFilter:Clear() --buff屏蔽列表
@ -219,8 +219,13 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
end end
end end
-- 是否为指定id指定星级的英雄 by:王振兴 2020/07/29
function RoleLogic:IsAssignHeroAndHeroStar(id,star)
if self.roleId==id and self.star==star then
return true
end
return false
end
function RoleLogic:AddBuff(buff) function RoleLogic:AddBuff(buff)

View File

@ -265,7 +265,7 @@ function this.RefreshFightData(type)
data.element = roleData.PropertyName data.element = roleData.PropertyName
data.professionId = roleData.Profession data.professionId = roleData.Profession
data.quality = roleData.Quality data.quality = roleData.Quality
data.star = roleData.Star data.star = 10
data.type = 1 data.type = 1
local paskill = string.split(role.passivity, "#") local paskill = string.split(role.passivity, "#")
data.passivity = BattleManager.GetPassivityData(paskill) or {} data.passivity = BattleManager.GetPassivityData(paskill) or {}