战斗兼容老板剧情英雄释放技能
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707417eb37
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cea83cf20a
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@ -496,6 +496,7 @@ UIName = {
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GodWeaponSkillInfoPopup=504, --神兵技能详情界面
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WishEquipBuyOnePanel =505, --法宝心愿单抽界面
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WishEquipBuyTenPanel = 506, --法宝心愿十连界面
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WishHeroRewardPopup = 507, --心愿英雄奖励预览界面
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}
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SubUIConfig = {
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@ -586,4 +587,5 @@ SubUIConfig = {
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[43] = {name = "GMFreeRecharge",assetName = "GMFreeRecharge",script = "Modules/Operating/GMFreeRecharge"},
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[44] = {name = "GMTurnTablePanel",assetName = "GMTurnTablePanel",script = "Modules/LuckyTurnTable/GMTurnTablePanel"},
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[45] = {name = "RecruitEquipPanelNew",assetName = "RecruitEquipPanelNew",script = "Modules/Recruit/RecruitEquipPanelNew"},--
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}
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@ -303,7 +303,25 @@ function this.PlayerSkillAdapter(pos,MSkillId)
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return skill
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end
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--老版主角技能
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function this.PlayerSkillAdapter2(MSkillId)
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local skill = {}
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local monsterSkill = playerSkill[tonumber(MSkillId)]
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for index, skillId in ipairs(monsterSkill.SkillIDList) do
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skill[index] = {}
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skill[index].effect = this.GetSkillData(tonumber(skillId))
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skill[index].triggerId = monsterSkill.ReleasePoint[index]
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skill[index].triggerCondition = {0}
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if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
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for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
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skill[index].triggerCondition[k] = v
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end
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end
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skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
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skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
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end
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return skill
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end
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function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
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-- 基础数据
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@ -363,6 +381,60 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
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return role
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end
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--老板灵兽技能解析
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function this.PokemonUnitAdapter2(pokemonUnit,camp,_teamDamage)
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-- 基础数据
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--LogError("teamdamage=="..tonumber(pokemonUnit.forceScore))
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local role = {
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id = tonumber(pokemonUnit.unitId),
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position = tonumber(pokemonUnit.position),
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star = tonumber(pokemonUnit.star),
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teamDamage = tonumber(pokemonUnit.forceScore),
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sex= tonumber(pokemonUnit.playerSex),
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camp = camp,
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skill = {},
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property = {},
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}
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-- 技能
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local skills = string.split(pokemonUnit.unitSkillIds, "|")
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if skills then
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if skills[1] then
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local actives=string.split(skills[1], "#")
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if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
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for i = 1, #actives do
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if actives[i] and actives[i]~="" then
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local newSkill=this.PlayerSkillAdapter2(tonumber(actives[i]))
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role.skill[i] = newSkill
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end
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end
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else
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for i = 1, #actives do
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role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
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end
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end
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end
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if skills[2] then
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local passs=string.split(skills[2], "#")
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local passivityList = {}
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for j = 1, #passs do
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table.insert(passivityList, tonumber(passs[j]))
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end
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role.passivity = this.GetPassivityData(passivityList)
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end
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end
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-- 属性
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local propertys = string.split(pokemonUnit.property, "#")
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for j = 1, #propertys do
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role.property[j] = tonumber(propertys[j])
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end
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return role
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end
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function this.GodWeaponUnitAdapter(pokemonUnit,camp,_teamDamage)
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-- 基础数据
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--LogError("teamdamage=="..tonumber(pokemonUnit.forceScore))
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@ -843,7 +915,7 @@ function this.GetMonsterDataFromGroup(gId, camp)
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mUnit.unitSkillIds = mUnit.unitSkillIds .. "#" .. id
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end
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end
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list[#list+1] = this.PokemonUnitAdapter(mUnit, camp)
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list[#list+1] = this.PokemonUnitAdapter2(mUnit, camp)
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end
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return list
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end
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