【战斗】效果:103修改添加1个参数 被动 147 206修改 被动添加271-284
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8c86335070
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ce8c206717
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@ -1966,12 +1966,13 @@ local effectList = {
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caster:AddPassive(167, {i1, i2}, false) -- 不可叠加
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end,
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--造成[a]%的[b]伤害,造成伤害的[c]%用于医疗生命值最低队友。
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--a[float],b[伤害类型],c[float]
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--造成[a]%的[b]伤害,造成伤害的[c]%用于医疗生命值最低[d]名队友。
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--a[float],b[伤害类型],c[float] ,d[int]
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[103] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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local f2 = args[3]
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local num = args[4]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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@ -1981,7 +1982,11 @@ local effectList = {
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f2 = BattleUtil.CheckSkillDamageHeal(f2, caster, arr[1])
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-- 治疗血量最低队友实际伤害的f2%
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--之前是finaldag 改成 damage
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BattleUtil.ApplyTreat(caster, arr[1], floor(damage*f2))
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for i = 1, LengthOfTable(arr) do
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if i<=num then
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BattleUtil.ApplyTreat(caster, arr[i], floor(damage*f2))
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end
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end
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end
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target.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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@ -2748,16 +2748,23 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
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end,
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-- 受到攻击有[a]%概率使攻击者[b](每回合造成被击者自身20%攻击力的伤害)持续[c]回合
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-- a[float]b[持续伤害状态]c[int]
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-- 受到[a]攻击有[b]%概率使攻击者[c](每回合造成被击者自身20%攻击力的伤害)持续[d]回合
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-- a[int 攻击类型] b[float]c[持续伤害状态]d[int] a:0 所有攻击 1:只限制技能伤害
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[147] = function(role, args)
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local f1 = args[1]
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local dot = args[2]
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local i1 = args[3]
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local type=args[1]
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local f1 = args[2]
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local dot = args[3]
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local i1 = args[4]
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-- 技能后后
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local onRoleBeHit = function(caster)
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local onRoleBeHit = function(caster,damage, bCrit, finalDmg, damageType, skill)
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--屏蔽相同阵营
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if caster.camp==role.camp then
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return
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end
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--检测技能
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if type==1 and (not skill or skill.type==BattleSkillType.Normal)then
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return
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end
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local attack = role:GetRoleData(RoleDataName.Attack)
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local damage = floor(BattleUtil.ErrorCorrection(attack * 0.2))
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BattleUtil.RandomDot(f1, dot, role, caster, i1, 1, damage)
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@ -4049,17 +4056,21 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.PassiveDamaging, passivityDamaging)
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end,
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--技能治疗系数[a]改变[b]%(作用于主动技能效果103)
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--a[改变类型]b[float]
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--技能治疗系数[a]改变[b]% ,技能目标改变[c] [d]名(作用于主动技能效果103)
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--a[改变类型]b[float] c[改变类型] d[int]
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[206] = function(role, args)
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local ct = args[1]
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local f1 = args[2]
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local ct2 = args[3]
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local f2 = args[4]
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local onSkillEffectBefore = function(skill, e, func)
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if skill.type == BattleSkillType.Special then
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if e.type == 103 then -- 当前只对技能效果103生效
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local factor = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[3], f1, ct))
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e.args[3] = factor
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if ct2 and f2 then
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e.args[4] = BattleUtil.ErrorCorrection(BattleUtil.CountValue(e.args[4], f2, ct2))
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end
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if func then func(e) end
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end
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end
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@ -5472,6 +5483,9 @@ local passivityList = {
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local ct = args[2]
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local f1 = args[3]
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local onPassiveBeDamaging = function(func, caster, damage)
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if caster and caster.camp==role.camp then
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return
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end
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if BattleLogic.BuffMgr:HasBuff(caster, BuffName.DOT, function(buff) return buff.damageType == dot end) then
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role:AddRage(f1,ct)
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end
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@ -5488,7 +5502,6 @@ local passivityList = {
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local pro=0
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if curRound>0 then
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pro=i1^(curRound-1)
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LogError("cur round pro "..pro)
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end
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if isTrigger then
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local isAdd=BattleUtil.RandomAction(pro, function ()
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@ -5500,11 +5513,12 @@ local passivityList = {
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end
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end)
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end,
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-- 释放技能时如目标处于[a]状态,解除周围人系神将的异常状态
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-- a[持续伤害状态]b[float]
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-- 释放技能时如目标处于[a]状态,解除周围[c]系神将的控制状态
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-- a[持续伤害状态]b[float] c[int]
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[273] = function(role, args)
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local dot = args[1]
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local f1 = args[2]
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local ele =args[3]
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local onHit = function(target, damage, bCrit, finalDmg)
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--屏蔽相同阵应
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if target and target.camp==role.camp then
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@ -5514,10 +5528,10 @@ local passivityList = {
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local list = RoleManager.GetNeighbor(role, 1)
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if list then
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for key, value in pairs(list) do
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if value and value~=role and value.element==role.element then
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if value and value~=role and value.element==ele then
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-- 清除所有负面buff
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BattleLogic.BuffMgr:ClearBuff(self.target, function (buff)
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return buff.type == BuffName.Control or buff.type == BuffName.DOT
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BattleLogic.BuffMgr:ClearBuff(value, function (buff)
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return buff.type == BuffName.Control
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end)
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end
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end
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@ -5658,16 +5672,17 @@ local passivityList = {
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role.Event:AddEvent(BattleEventName.SkillEffectBefore, onSkillEffectBefore)
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end,
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--为己方神将附加的护盾消失后,回复被保护的神将[a][b]%的血量
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--a[int 属性id] b[flaot]
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[278]=function(role,args)
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local pro=args[1]
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local v1=args[2]
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local OnBuffEnd=function(buff)
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if buff and buff.caster==role and buff.type==BuffName.Shield then
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if buff and not buff.target:IsDead() and buff.caster==role and buff.type==BuffName.Shield then
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local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role,buff.target, val)
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end
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end
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role.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd)
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BattleLogic.Event:AddEvent(BattleEventName.ShieldBuffEnd, OnBuffEnd)
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end,
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--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
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--a[float],b[int 属性],c[int], d[int],e[int 属性],f[int 改变类型],g[float] h[int]
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@ -5684,17 +5699,15 @@ local passivityList = {
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local OnSkillCastEnd = function(skill)
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if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra) then
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BattleUtil.RandomAction(p1, function ()
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local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
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local list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele and not v:IsDead() end)
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if not list or LengthOfTable(list)==0 then
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return
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end
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list =BattleUtil.SortByProp(list,BattlePropList[p2],0)
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for i = 1,LengthOfTable(list) do
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if i<=num then
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if not list[i]:IsDead() then
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local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct )
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list[i]:AddBuff(buff)
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end
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if i<=num then
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local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[p3],v1,ct )
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list[i]:AddBuff(buff)
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end
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end
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end)
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@ -5705,8 +5718,113 @@ local passivityList = {
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--免疫减怒
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[280]=function(role,args)
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role.isImmuneReduceRage=true
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LogError("角色免疫减怒")
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end,
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--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)
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--a[int 阵营id]
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[281]=function(role,args)
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local ele=args[1]
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local onRoleCastSkillBrfore=function(caster)
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-- 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
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if caster==role or role.Rage <= role.SuperSkillRage or caster.camp~=role.camp or caster.element~=role.element then
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return
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end
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--释放者死亡或释放着被沉默
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if caster:IsDead() or caster.ctrl_slient then
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return
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end
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local moreRage=role.Rage-role.SuperSkillRage
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local lessRage=caster.SuperSkillRage-caster.Rage
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local num=moreRage-lessRage
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if num>=0 then
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--精卫转移怒气不算减怒
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role.Rage=role.Rage-lessRage
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caster:AddRage(lessRage, CountTypeName.Add)
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleCastSkillBefore, onRoleCastSkillBrfore)
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end,
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--上阵[a]方[b]阵营神将[c] [d]改变[e] 持续[f]回合
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--a[int 0:己方 1:敌方], b[int 阵营id], c[int 属性id], d[int 改变类型] e[float] f[int]
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[282]=function(role,args)
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local camp=args[1]
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local ele=args[2]
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local pro=args[3]
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local ct=args[4]
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local v1=args[5]
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--回合数默认为0,永久生效
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local r1=0
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if args[6] then
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r1=args[6]
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end
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local OnRoundChange=function(round)
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if round==1 then
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local list=nil
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if camp==0 then
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list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
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elseif camp==1 then
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list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
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end
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if not list or LengthOfTable(list)==0 then
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return
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end
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for key, value in pairs(list) do
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-- value.data:CountValue(BattlePropList[pro], v1, ct)
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local buff=Buff.Create(role, BuffName.PropertyChange,r1,BattlePropList[pro],v1,ct )
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value:AddBuff(buff)
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, OnRoundChange)
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end,
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--释放技能后,额外[a]改变[b]方怒气最少的[c]阵营目标[d]点怒气
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--a[int 改变类型],b[int 0:己方 1:敌方],c[int],d[int]
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[283]=function(role,args)
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local ct=args[1]
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local camp=args[2]
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local ele=args[3]
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local v1=args[4]
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local onSkillCastEnd=function(skill)
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if skill and skill.type== BattleSkillType.Special then
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local list=nil
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if camp==0 then
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list= RoleManager.Query(function(v) return v.camp == role.camp and v.element==ele end)
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elseif camp==1 then
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list= RoleManager.Query(function(v) return v.camp ~= role.camp and v.element==ele end)
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end
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if not list or LengthOfTable(list)==0 then
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return
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end
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list=BattleUtil.SortByRage(list,0)
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list[1]:AddRage(v1,ct)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd)
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end,
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--受到[a]类型伤害的[b]%转化为血量,治疗自己
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-- a[int 1:普攻 2:技能 ] b[flaot]
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[284]=function(role,args)
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local type=args[1]
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local v1=args[2]
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local onRoleBeHit=function(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
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if type==1 then--普攻
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if not skill or skill.type~= BattleSkillType.Normal then
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return
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end
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elseif type==2 then--技能
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if skill then
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if skill.type==BattleSkillType.Normal and skill.type==BattleSkillType.Monster then
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return
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end
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else
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if not isDirect then
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return
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end
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end
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end
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BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * v1)))
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit,onRoleBeHit)
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end,
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}
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return passivityList
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@ -147,6 +147,7 @@ function Shield:OnEnd()
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end
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end
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.ShieldBuffEnd, self)
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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@ -127,6 +127,10 @@ BattleEventName = {
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DebugStop = indexAdd(),
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--显示提示文字
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ShowHintText = indexAdd(),
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--角色释放技能之前
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RoleCastSkillBefore = indexAdd(),
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--护盾buff消失以后
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ShieldBuffEnd=indexAdd(),
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}
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BattleMaxFrame = 1000000
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@ -87,6 +87,27 @@ function BattleUtil.SortByHpFactor(arr, sort)
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end)
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return arr
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end
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--按怒气排序
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function BattleUtil.SortByRage(arr, sort)
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BattleUtil.Sort(arr, function(a, b)
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local r1 = a.Rage
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local r2 = b.Rage
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if sort == 1 then
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if r1==r2 then
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return a.position>b.position
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else
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return r1 < r2
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end
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else
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if r1==r2 then
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return a.position>b.position
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else
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return r1 > r2
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end
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end
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end)
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return arr
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end
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-- 获取技能最大目标数
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function BattleUtil.GetMaxTargetNum(chooseId)
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@ -447,12 +468,13 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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end
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if skill then
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atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
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end
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--如果不是技能带的伤害,并且是直接伤害就,,,,,
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--用于处理不触发特性并且是直接伤害的伤害 isDirect 暂时先为bool值,后期可根据需求做修改扩展 by:王振兴 2020/10/12 16:18
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if isDirect and not skill then
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atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill)
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defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
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end
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end
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@ -160,7 +160,6 @@ end
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function RoleLogic:AddRage(value, type)
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-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
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if (type==3 or type==4) and (self.isImmuneReduceRage or BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end)) then
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LogBattle("角色身上有无敌盾,不扣除怒气")
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return
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end
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@ -174,7 +173,6 @@ function RoleLogic:AddRage(value, type)
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elseif type == 4 then --乘减算(百分比属性减算)
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delta = -floor(value * self.SuperSkillRage)
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end
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--
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self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta)
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--怒气值不可为负值
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self.Rage = max(self.Rage + delta, 0)
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@ -362,7 +360,9 @@ end
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-- isRage 是否正常操作怒气值
|
||||
function RoleLogic:AddSkill(type, isRage, isAdd, targets)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
|
||||
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage)
|
||||
--
|
||||
BattleLogManager.Log(
|
||||
|
@ -429,6 +429,10 @@ function RoleLogic:CastSkill(func)
|
|||
if not self:IsAvailable() then
|
||||
return
|
||||
end
|
||||
--如果当前怒气不足以释放绝技
|
||||
if self.Rage<self.SuperSkillRage then
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore,self)
|
||||
end
|
||||
-- 没有沉默
|
||||
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
|
||||
-- 释放大技能
|
||||
|
|
Loading…
Reference in New Issue