diff --git a/Assets/ManagedResources/Prefabs/UI/Formation/FormationPanelV2.prefab b/Assets/ManagedResources/Prefabs/UI/Formation/FormationPanelV2.prefab
index 9a494d1465..cf31070de7 100644
--- a/Assets/ManagedResources/Prefabs/UI/Formation/FormationPanelV2.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/Formation/FormationPanelV2.prefab
@@ -29417,6 +29417,81 @@ MonoBehaviour:
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
+--- !u!1 &3003175890636348891
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 5079487216724770517}
+ - component: {fileID: 6381495182951933313}
+ - component: {fileID: 4780278568646986318}
+ m_Layer: 5
+ m_Name: tips
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!224 &5079487216724770517
+RectTransform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 3003175890636348891}
+ m_LocalRotation: {x: 0.0003645682, y: 0.017011939, z: -0.02142212, w: 0.9996258}
+ m_LocalPosition: {x: 0, y: 0, z: -1}
+ m_LocalScale: {x: 1.0125, y: 1, z: 1}
+ m_Children:
+ - {fileID: 8058424431263567449}
+ m_Father: {fileID: 3460517663753271504}
+ m_RootOrder: 6
+ m_LocalEulerAnglesHint: {x: 0.08400001, y: 1.9480001, z: -2.4540002}
+ m_AnchorMin: {x: 0.5, y: 0.5}
+ m_AnchorMax: {x: 0.5, y: 0.5}
+ m_AnchoredPosition: {x: 42, y: 146}
+ m_SizeDelta: {x: 600, y: 100}
+ m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &6381495182951933313
+CanvasRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 3003175890636348891}
+ m_CullTransparentMesh: 0
+--- !u!114 &4780278568646986318
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 3003175890636348891}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_Material: {fileID: 0}
+ m_Color: {r: 1, g: 1, b: 1, a: 1}
+ m_RaycastTarget: 1
+ m_OnCullStateChanged:
+ m_PersistentCalls:
+ m_Calls: []
+ m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
+ Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
+ m_Sprite: {fileID: 21300000, guid: a53c2e2ae3539624f875064614af67c9, type: 3}
+ m_Type: 0
+ m_PreserveAspect: 0
+ m_FillCenter: 1
+ m_FillMethod: 4
+ m_FillAmount: 1
+ m_FillClockwise: 1
+ m_FillOrigin: 0
+ m_UseSpriteMesh: 0
--- !u!1 &3030424547301511535
GameObject:
m_ObjectHideFlags: 0
@@ -41804,7 +41879,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 0
+ m_IsActive: 1
--- !u!224 &8058424431263567449
RectTransform:
m_ObjectHideFlags: 0
@@ -41812,16 +41887,16 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5203907596944178455}
- m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
- m_LocalPosition: {x: 0, y: 0, z: 0}
- m_LocalScale: {x: 1, y: 1, z: 1}
+ m_LocalRotation: {x: -0.0003645682, y: -0.017011939, z: 0.02142212, w: 0.9996258}
+ m_LocalPosition: {x: 0, y: 0, z: -0.4168604}
+ m_LocalScale: {x: 0.9876912, y: 0.99997735, z: 0.99998575}
m_Children: []
- m_Father: {fileID: 3460517663753271504}
- m_RootOrder: 6
+ m_Father: {fileID: 5079487216724770517}
+ m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: 0, y: 138.09}
+ m_AnchoredPosition: {x: -41.118496, y: -9.702057}
m_SizeDelta: {x: 600, y: 73.2}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6735249265126055928
@@ -58972,7 +59047,7 @@ RectTransform:
- {fileID: 6181894268526856646}
- {fileID: 2849262556332886968}
- {fileID: 1902571392055290900}
- - {fileID: 8058424431263567449}
+ - {fileID: 5079487216724770517}
m_Father: {fileID: 224946850722905528}
m_RootOrder: 15
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
diff --git a/Assets/ManagedResources/Prefabs/UI/Popup/TalismanInfoPopup.prefab b/Assets/ManagedResources/Prefabs/UI/Popup/TalismanInfoPopup.prefab
index ef5dc318b0..65a87c085a 100644
--- a/Assets/ManagedResources/Prefabs/UI/Popup/TalismanInfoPopup.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/Popup/TalismanInfoPopup.prefab
@@ -145,7 +145,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
- m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
+ m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 32
m_FontStyle: 0
m_BestFit: 0
@@ -157,7 +157,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1.1
- m_Text: "\u5347\u7EA7\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5566\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427"
+ m_Text:
LanguageIndex: 0
--- !u!1 &369614544467485400
GameObject:
@@ -599,7 +599,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
- m_SizeDelta: {x: 840, y: 0}
+ m_SizeDelta: {x: 750, y: 0}
m_Pivot: {x: 0, y: 0.5}
--- !u!222 &692488858698044537
CanvasRenderer:
@@ -630,7 +630,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
- m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
+ m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 32
m_FontStyle: 0
m_BestFit: 0
@@ -642,7 +642,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 1
m_LineSpacing: 1.4
- m_Text: "\u5347\u7EA7\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5427\u5566\u5427\u5566\u5427\u5566\u5427\u5566\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427\u5427\u5566\u5427"
+ m_Text:
LanguageIndex: 0
--- !u!1 &1521916040631642428
GameObject:
@@ -1008,7 +1008,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 450, y: 0}
- m_SizeDelta: {x: 840, y: 0}
+ m_SizeDelta: {x: 750, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3784488904274813491
CanvasRenderer:
@@ -2187,7 +2187,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
- m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
+ m_Font: {fileID: 12800000, guid: 4b73e9e4512d17e4daeea351e090d33c, type: 3}
m_FontSize: 32
m_FontStyle: 0
m_BestFit: 0
diff --git a/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleAwakeSuccessPanel.prefab b/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleAwakeSuccessPanel.prefab
index ae0e5688e5..ac2d4cdeae 100644
--- a/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleAwakeSuccessPanel.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/RoleInfo/RoleAwakeSuccessPanel.prefab
@@ -4943,7 +4943,7 @@ ParticleSystem:
--- !u!199 &1856257942139737830
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -9625,7 +9625,7 @@ ParticleSystem:
--- !u!199 &1856080476376360000
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -14390,7 +14390,7 @@ ParticleSystem:
--- !u!199 &1856296212845401034
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -19371,7 +19371,7 @@ ParticleSystem:
--- !u!199 &1855965046494566518
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -24326,7 +24326,7 @@ ParticleSystem:
--- !u!199 &1856514560942937682
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -29037,7 +29037,7 @@ ParticleSystem:
--- !u!199 &1855895684385913908
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -33793,7 +33793,7 @@ ParticleSystem:
--- !u!199 &1856180451866631520
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -38585,7 +38585,7 @@ ParticleSystem:
--- !u!199 &1856629332692429568
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -38702,7 +38702,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
- m_Color: {r: 0.3019608, g: 0.54509807, b: 0.41176474, a: 1}
+ m_Color: {r: 0.4, g: 1, b: 0, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@@ -38759,7 +38759,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 53.79, y: -20}
- m_SizeDelta: {x: 108, y: 30}
+ m_SizeDelta: {x: 108, y: 50}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1734632983288119862
CanvasRenderer:
@@ -38793,7 +38793,7 @@ MonoBehaviour:
m_Font: {fileID: 12800000, guid: 6fa15837529b0e640af6620b07d3207d, type: 3}
m_FontSize: 40
m_FontStyle: 0
- m_BestFit: 1
+ m_BestFit: 0
m_MinSize: 20
m_MaxSize: 40
m_Alignment: 4
@@ -43605,7 +43605,7 @@ ParticleSystem:
--- !u!199 &1855777142281396492
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -48447,7 +48447,7 @@ ParticleSystem:
--- !u!199 &1856183630649036132
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -54085,7 +54085,7 @@ ParticleSystem:
--- !u!199 &8249727502637510580
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
@@ -59035,7 +59035,7 @@ ParticleSystem:
--- !u!199 &8250219202736023134
ParticleSystemRenderer:
serializedVersion: 6
- m_ObjectHideFlags: 0
+ m_ObjectHideFlags: 2
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
diff --git a/Assets/ManagedResources/~Lua/Modules/ActivityGift/CourtesyDressPanel.lua b/Assets/ManagedResources/~Lua/Modules/ActivityGift/CourtesyDressPanel.lua
index 2466f4c3ce..15793911a2 100644
--- a/Assets/ManagedResources/~Lua/Modules/ActivityGift/CourtesyDressPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/ActivityGift/CourtesyDressPanel.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua
index 85bfd325ab..3dae1a7af1 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua
@@ -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
\ No newline at end of file
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua
index 7970d4ec17..be25c277d4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua
index f760c4297d..893c70686d 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
index b5eb18717d..f790c4bc04 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
@@ -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])
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua b/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua
index 6f7d74468a..8a6c05a71b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua b/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
index 23d9b7e3b1..212916352b 100644
--- a/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/NewActivity/CommonActPageManager.lua
@@ -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
diff --git a/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua b/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua
index a1bbba08ad..6b200b4814 100644
--- a/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua
+++ b/Assets/ManagedResources/~Lua/Modules/NewActivity/ItemUpstarPre.lua
@@ -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)
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
index 278adf14e0..cdb76d7c09 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua
@@ -109,14 +109,17 @@ function this.GetNewTalentDataShow()
-- breakSkillDataList[curBreakId] = {index = curBreakId,type = 1,str =""..titleStr..Desc..""}
-- 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 .. " "..Desc..""}
- else
- upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str =""..titleStr..Desc..""}
- 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 .. " "..Desc..""}
+ else
+ upStarSkillDataList[curUpStarId] = {passiveSkillId = _passiveSkillId,type = 2,index = curUpStarId,str =""..titleStr..Desc..""}
+ end
+ end
end
end
end