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

dev_chengFeng
jiaoyangna 2021-11-11 16:07:47 +08:00
commit a3f8c8aee9
12 changed files with 443 additions and 71 deletions

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@ -202,7 +202,7 @@ function CourtesyDressPanel:OnShowActivityData(activityData, activityType, getRe
for i = viewCacheNum + 1, #shows do
--his.viewCache[item].views[i].gameObject:SetActive(true)
local view = SubUIManager.Open(SubUIConfig.ItemView, Util.GetTransform(item, "content").transform)
view:OnOpen(false, { shows[i][1], 0 }, 0.97,false,false,false,self.sortingOrder)
view:OnOpen(false, { shows[i][1], shows[i][2] }, 0.97,false,false,false,self.sortingOrder)
viewCacheItem.views[i] = view
end
this.viewCache[item] = viewCacheItem

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@ -167,17 +167,24 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.PassiveTreating, OnPassiveTreating,nil,nil,role)
end,
--受击后,[a]的概率,回复自身的[b]*[c]的血量
--a[float],b[属性],c[float]
--受击后,[a]的概率,回复自身的[b]*[c]的血量,伤害类型[d](1:直接伤害 0/不填:所有伤害)
--a[float],b[属性],c[float],d[int]
[8] = function(role, args,id,judge)
local f1 = args[1]
local pro = args[2]
local f2 = args[3]
local type = args[4]
local OnBeHit = function(atkRole,damage, bCrit, finalDmg, damageType,skill)
if type and not skill then
return
end
BattleUtil.RandomAction(f1, function ()
local val = floor(BattleUtil.FP_Mul(f2, role:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role, role, val)
if pro==12 then
BattleUtil.FinalTreat(role, role, val)
else
BattleUtil.CalTreat(role, role, val)
end
end)
end
role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit,nil,nil,role)
@ -3249,15 +3256,22 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor,nil,nil,role)
end,
-- 受到普攻后降低攻击自己武将的[c]点怒气
-- c[int]
-- 受到普攻后降低攻击自己武将的[a]点怒气,攻击类型为[b](b:不填或0 为普攻 1为技能)
-- a[int],b[int]
[156] = function(role, args)
local i1 = args[1]
local type = args[2]
if not type then
type=0
end
local onBeSkillCastEnd = function(skill)
--同阵营给自己普攻加血不扣除怒气
if skill.owner.camp~=role.camp and skill.type == BattleSkillType.Normal then
BattleUtil.CalRage(role, skill.owner, i1, CountTypeName.Sub)
end
if type==0 and skill.type~=BattleSkillType.Normal then
return
end
if type==1 and skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then
return
end
BattleUtil.CalRage(role, skill.owner, i1, CountTypeName.Sub)
end
role.Event:AddEvent(BattleEventName.BeSkillCastEnd, onBeSkillCastEnd,nil,nil,role)
end,
@ -5923,11 +5937,13 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.PassiveDamaging,passiveBeBeDamage,nil,nil,role)
end,
--技能击中受到[a,控制效果]的目标,会额外降低[b]点怒气
-- a[int 控制效果]b[int]
--技能击中受到[a,控制效果]的目标,会额外降低[b]点怒气,额外造成其[c]属性[d]%的间接伤害
-- a[int 控制效果]b[int],c[int 属性],d[float]
[267]=function(role,args,id,judge)
local dot=args[1]
local i1 = args[2]
local pro = args[3]
local v1 = args[4]
--defRole, damage, bCrit, finalDmg, damageType, skill
local OnRoleHit = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
@ -5942,7 +5958,18 @@ local passivityList = {
for key, value in pairs(list) do
local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot end)
if isHave then
BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
if i1>0 then
BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
end
if pro and v1 then
--如果是boss 并且额外伤害是根据最大生命则返回
local isBoss=BattleUtil.CheckIsBoss(value)
if isBoss and pro==12 then
return
end
local val = floor(BattleUtil.FP_Mul(v1, value:GetRoleData(BattlePropList[pro])))
BattleUtil.FinalDamageCountShield(nil,role, value, val)
end
end
end
end
@ -6181,7 +6208,7 @@ local passivityList = {
end,
-- 释放技能后[a]方 [b]最高[c]阵营 友方改变[d][e]点怒气
-- 释放技能后[a]方 [b]最高[c]阵营 友方改变[d][e]点怒气 (c 填0为所有阵营)
-- a[int,敌我方] 0我方 1敌方,b[int 属性类型], c[int 阵营id], d[int 改变类型], e[int]
[275] = function(role, args,id,judge)
local camp = args[1]
@ -6197,9 +6224,9 @@ local passivityList = {
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
local list=nil
if camp==0 then
list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
list= RoleManager.Query(function(v) return v.camp == role.camp and (ele==0 or v.element==ele) end)
elseif camp==1 then
list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
list= RoleManager.Query(function(v) return v.camp ~= role.camp and (ele==0 or v.element==ele) end)
end
if not list or #list == 0 then
return
@ -6284,7 +6311,7 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.ShieldBuffEnd, OnBuffEnd,nil,nil,role)
end,
--发动技能后,[a]概率给我方[b]最高[c]名[d]阵营 [e]属性[f]改变[g],持续[h]回合
--发动技能后,[a]概率给我方[b]最高[c]名[d]阵营 [e]属性[f]改变[g],持续[h]回合(d 填0为所有阵营)
--a[float],b[int 属性],c[int], d[int],e[int 属性],f[int 改变类型],g[float] h[int]
[279] = function(role, args,id,judge)
local p1=args[1]
@ -6302,7 +6329,7 @@ local passivityList = {
end
if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
BattleUtil.RandomAction(p1, function ()
local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele and not v:IsDead() end)
local list= RoleManager.Query(function(v) return v.camp == role.camp and (ele==0 or v.element==ele) and not v:IsDead() end)
if not list or #list ==0 then
return
end
@ -6322,10 +6349,14 @@ local passivityList = {
[280]=function(role,args)
role.isImmuneReduceRage=true
end,
--当己方[a]阵营神将释放技能怒气不足时,将从精卫身上额外转移怒气释放技能(转移的怒气首先可以保证精卫释放技能)
--a[int 阵营id]
--当己方[a]阵营神将释放技能怒气不足时,将从精卫身上额外转移怒气释放技能,精卫转移有[b]%的概率不减怒 (转移的怒气首先可以保证精卫释放技能)
--a[int 阵营id],b[flaot]
[281]=function(role,args)
local ele=args[1]
local pro=args[2]
if not pro then
pro=0
end
local onRoleCastSkillBrfore=function(caster)
-- 施法者不是自身/自身不足已释放技能/不是己方英雄/不是a 阵营
if caster==role or role.Rage <= role.SuperSkillRage or caster.camp~=role.camp or caster.element~=role.element then
@ -6340,7 +6371,9 @@ local passivityList = {
local num=moreRage-lessRage
if num>=0 then
--精卫转移怒气不算减怒
role.Rage=role.Rage-lessRage
BattleUtil.RandomAction(1-pro,function()
role.Rage=role.Rage-lessRage
end)
BattleUtil.CalRage(role,caster,lessRage,CountTypeName.Add,true)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTransRage, role, caster, lessRage)
@ -8979,5 +9012,263 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
end,
--释放技能后有[a]%/[b]%/[c]%概率为[d]方属性[e]最[f]的目标改变[g] [h]/[i]/[j]点怒气
--a[float],b[float],c[float],d[int 0:我方 1:敌方],e[int ],f[int 1:低 0高],g[int 改变类型],h[int],i[int],j[int]
[372]=function(role, args,id,judge)
local p1=args[1]
local p2=args[2]
local p3=args[3]
local camp=args[4]
local pro=args[5]
local sort=args[6]
local ct=args[7]
local v1=args[8]
local v2=args[9]
local v3=args[10]
local onSkillCast=function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if not skill then
return
end
if skill.type~=BattleSkillType.Special then
return
end
local seed=Random.Range01()
local addNum=0
if p3 and seed<=p3 and v3 then
addNum=v3
end
if addNum==0 and p2 and v2 and seed<=p2 then
addNum=v2
end
if addNum==0 and p1 and v1 then
addNum=v1
end
local list=nil
if camp==0 then
list= RoleManager.Query(function(v) return v.camp == role.camp end)
elseif camp==1 then
list= RoleManager.Query(function(v) return v.camp ~= role.camp end)
end
if not list or #list == 0 then
return
end
list = BattleUtil.SortByProp(list, BattlePropList[pro],sort)
BattleUtil.CalRage(role,list[1],addNum,ct)
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCast,nil,nil,role)
end,
--己方神将被动附加[a]效果,有[b]%概率立即为其清除,每回合最多生效[c]次,单场战斗最多[d]次;具体效果类型为[e],[f],[g],[h]
--a[int],b[float],c[int],d[int],e[int],f[int],g[int],h[int]
[373]=function(role, args,id,judge)
local type=args[1]
local pro=args[2]
local num=args[3]
local maxNum=args[4]
local v1=args[5]
local v2=args[6]
local v3=args[7]
local v4=args[8]
local ctrls={}
local maxTime=0
local roundTime=0
if v1 then
table.insert(ctrls,v1)
end
if v2 then
table.insert(ctrls,v2)
end
if v3 then
table.insert(ctrls,v3)
end
if v4 then
table.insert(ctrls,v4)
end
local onBuffRecord=function(buff)
if maxTime==maxNum then
return
end
if roundTime==num then
return
end
if buff.caster.camp==role.camp then
return
end
if buff.type~=type then
return
end
local isCon=false
if type==BuffName.Control then
isCon=BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType)
end
if isCon then
BattleUtil.RandomAction(pro,function()
--LogError("111111111")
BattleLogic.BuffMgr:ClearBuff(buff.target,function(buff1)
return buff1==buff
end)
roundTime=roundTime+1
maxTime=maxTime+1
end)
end
end
BattleLogic.Event:AddEvent(BattleEventName.BuffStart,onBuffRecord,nil,nil,role)
local onRoundChange=function()
roundTime=0
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundChange,nil,nil,role)
end,
--技能伤害的[a]%转化为御甲
--a[float]
[374]=function(role, args,id,judge)
local f1 = args[1]
local allDamage = 0
local OnHit = function(atkRole, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special then
--吸血修改finaldag 改成 damage by:王振兴 2020/08/17
allDamage = allDamage + damage
end
end
local function onSkillCast(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type == BattleSkillType.Special then
allDamage = 0
role.Event:AddEvent(BattleEventName.RoleHit, OnHit,nil,nil,role)
end
end
local function onSkillCastEnd(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type == BattleSkillType.Special then
role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit)
local value=floor(BattleUtil.ErrorCorrection(allDamage*f1))
if role.bloodShield then
role.bloodShield:AddValue(value)
else
role:AddBuff(Buff.Create(role, BuffName.Blood,0,value))
end
-- 清空伤害记录
allDamage = 0
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd,nil,nil,role)
end,
--御甲破除时,对攻击者反弹其[a]属性[b]%的伤害
--a[int],b[float]
[375]=function(role, args,id,judge)
local p1 = args[1]
local v1 = args[2]
local onValueChange=function(pro,caster)
if pro==0 and caster then
--如果是boss 并且额外伤害是根据最大生命则返回
local isBoss=BattleUtil.CheckIsBoss(caster)
if isBoss and p1==12 then
return
end
local tv = floor(BattleUtil.ErrorCorrection(caster:GetRoleData(BattlePropList[p1]) * v1))
BattleUtil.FinalDamageCountShield(nil,role,caster,tv)
end
end
role.Event:AddEvent(BattleEventName.BloodValueChange,onValueChange,nil,nil,role)
end,
--自身生命[a]次低于[b]%时,为[c]目标改变[d][e]属性[f]%的效果,持续[g]回合
--a[int],b[flaot],c[int 查找目标系数],d[int 改变类型],e[int 属性id],f[flaot],g[int]
[376]=function(role, args,id,judge)
local time=args[1]
local pro=args[2]
local targets=args[3]
local ct = args[4]
local p1 = args[5]
local v1 = args[6]
local round = args[7]
local triggerTime= 0
local onBeDanage=function()
if triggerTime==time then
return
end
local hp=BattleUtil.GetHPPencent(role)
if hp>=pro or hp==0 then
return
end
local arr = BattleUtil.ChooseTarget(role,targets)
for i=1, #arr do
arr[i]:AddBuff(Buff.Create(arr[i], BuffName.PropertyChange, round, BattlePropList[p1],v1, ct))
end
triggerTime=triggerTime+1
end
role.Event:AddEvent(BattleEventName.RoleBeDamaged,onBeDanage,nil,nil,role)
end,
--释放技能时,同时给[a]目标增加减伤[b]%的减伤盾,持续[c]回合。
--a[int 技能目标参数],b[float],c[int]
[377]=function(role, args,id,judge)
local targets=args[1]
local pro = args[2]
local v1 = args[3]
local onSkillCast=function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if not skill then
return
end
local cl = {}
local arr = BattleUtil.ChooseTarget(role,targets)
if not arr or #arr==0 then
return
end
if arr[1].position<=3 then
return
end
local function _CallBack(v, ct)
if v then
table.insert(cl, {v, ct})
end
end
role.Event:DispatchEvent(BattleEventName.PassiveShield, _CallBack, ShieldTypeName.RateReduce)
arr[1].Event:DispatchEvent(BattleEventName.PassiveBeShield, _CallBack, ShieldTypeName.RateReduce)
pro = BattleUtil.CountChangeList(pro, cl)
arr[1]:AddBuff(Buff.Create(role, BuffName.Shield, v1, ShieldTypeName.RateReduce,pro, 0))
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCast,nil,nil,role)
end,
--释放技能时,如对方位处于[a]类型[b]效果,则该次攻击[c]%概率附加[d]类型[e]效果(每回合对目标造成自身[f]属性[g]%的伤害,持续[h]回合)
--a[int],b[int],c[float],d[int],e[int],f[int],g[float],h[int]
[378]=function(role, args,id,judge)
local t1=args[1]
local t2=args[2]
local pro=args[3]
local t3=args[4]
local t4=args[5]
local p1=args[6]
local v1=args[7]
local round=args[8]
local onRoleHit=function(defRole, damage, bCrit, finalDmg, damageType, skill)
if not skill or skill.type~=BattleSkillType.Special then
return
end
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if not BattleLogic.BuffMgr:HasBuff(defRole, t1, function (buff) return buff.type== t1 and buff.damageType==t2 end,role,1) then
local damage = BattleUtil.ErrorCorrection(v1 * role:GetRoleData(BattlePropList[p1]))
BattleUtil.RandomDot(pro,t4, role, defRole,round, 1, floor(damage))
end
end
role.Event:AddEvent(BattleEventName.RoleHit,onRoleHit,nil,nil,role)
end,
}
return passivityList

View File

@ -46,7 +46,7 @@ function Blood:OnEnd()
self.bloodValue=0
end
--计算血甲
function Blood:CountBloodValue(damage)
function Blood:CountBloodValue(damage,atkRole)
local finalDamage=0
self.bloodValue=self.bloodValue-damage
if self.bloodValue<=0 then
@ -56,8 +56,9 @@ function Blood:CountBloodValue(damage)
local value=0
if self.bloodValue<=0 then
value=0
self.bloodValue=0
end
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),atkRole)
return finalDamage
end

View File

@ -747,7 +747,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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))
realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage,atkRole))
-- damage=realDamage
end
--检测历战之躯
@ -825,7 +825,7 @@ function BattleUtil.FinalDamageCountShield(skill, atkRole, defRole, damage, bCri
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))
realDamage=math.abs(defRole.bloodShield:CountBloodValue(damage,atkRole))
-- damage=realDamage
end
--检测历战之躯

View File

@ -156,8 +156,9 @@ function this:InitComponent()
-- 上阵等级提示
this.formTip = Util.GetGameObject(self.transform, "formTip")
-- 上阵元素提示
this.tip = Util.GetGameObject(self.transform, "bottom/tip")
this.tip.gameObject:SetActive(false)
this.tips = Util.GetGameObject(self.transform, "bottom/tips")
this.tip = Util.GetGameObject(self.transform, "bottom/tips/tip")
this.tips.gameObject:SetActive(false)
this.mopUpGo.transform:SetParent(self.gameObject.transform)
this.mopUpGo:SetActive(false)
@ -265,7 +266,7 @@ function this:OnOpen(_panelType,...)
this.eliteTip:SetActive(false)
this.failText:SetActive(false)
this.formTip:SetActive(false)
this.tip:SetActive(false)
this.tips:SetActive(false)
this.empty:SetActive(false)
this.opView = require(this.PanelOptionView[_panelType])

View File

@ -25,7 +25,7 @@ function this.InitView()
this.root.btn_2:SetActive(true)
this.root.btn_1_lab.text = Language[10710]
this.root.btn_2_lab.text = Language[10707]
this.root.tip:SetActive(true)
this.root.tips:SetActive(true)
this.root.exampleBtn:SetActive(false)
this.root.UpView:OnOpen({showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main})
end
@ -141,7 +141,7 @@ end
--- 关闭界面事件
function this.OnCloseBtnClick()
this.root.tip:SetActive(false)
this.root.tips:SetActive(false)
this.root:ClosePanel()
end

View File

@ -19,6 +19,7 @@ local TypeUpdateFunc = {
curData.rewards[i].otherData.needItems = configData[j].NeedItems
curData.rewards[i].otherData.count = configData[j].Count
curData.rewards[i].otherData.composeType = configData[j].ComposeType
curData.rewards[i].otherData.IsShowItem = configData[j].IsShowItem == 1 and true or false
curData.rewards[i].otherData.selectId = 0
end
end

View File

@ -92,11 +92,11 @@ end
function ItemUpstarPre:SetMask()
if self.data.otherData.selectId == 0 then
self.btnMaskNeedAdd:SetActive(true)
self.btnMaskGet:SetActive(true)
self.btnMaskGet:SetActive(not self.data.otherData.IsShowItem)
Util.GetGameObject(self.itemList[1].gameObject,"effects"):SetActive(false)
Util.GetGameObject(self.itemList[1].gameObject,"item/icon"):SetActive(false)
Util.GetGameObject(self.itemList[3].gameObject,"effects"):SetActive(false)
Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(false)
Util.GetGameObject(self.itemList[3].gameObject,"item/icon"):SetActive(self.data.otherData.IsShowItem)
else
self.btnMaskNeedAdd:SetActive(false)
self.btnMaskGet:SetActive(false)

View File

@ -109,14 +109,17 @@ function this.GetNewTalentDataShow()
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
-- end
else--升星
local curUpStarId = curHeroData.heroConfig.Awaken[i][2]
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11792]
local _passiveSkillId = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Id
if upStarSkillDataList[curUpStarId] then
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. "  <color=#66FF00>"..Desc.."</color>"}
else
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
end
local curUpStarId = curHeroData.heroConfig.Awaken[i][2]
local titleStr = NumToSimplenessFont[heroRankupConfig[curUpStarId].Phase[2]] .. Language[11792]
local _passiveSkillId = passiveSkillConfig[curHeroData.heroConfig.Awaken[i][3]].Id
-- 觉醒成功,非特性不再显示
if passiveSkillLogicConfig[_passiveSkillId].Judge == 1 then
if upStarSkillDataList[curUpStarId] then
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str = upStarSkillDataList[curUpStarId].str .. "  <color=#66FF00>"..Desc.."</color>"}
else
upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str ="<color=#66FF00>"..titleStr..Desc.."</color>"}
end
end
end
end
end