【战斗】===============新英雄被动修改
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@ -12473,12 +12473,15 @@ local passivityList = {
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if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
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if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
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return
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return
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end
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end
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if BattleLogic.BuffMgr:HasBuff(skill.caster, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
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if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
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BattleUtil.CalRage(role, skill.caster, v1, ct)
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BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除
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BattleUtil.CalRage(role, skill.owner, v1, ct)
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end)
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end
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.SkillCast, onSkillEnd,nil,nil,role)
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end,
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end,
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-- 处于[a]效果[b]状态的目标,行动前有[c]%概率,无法行动
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-- 处于[a]效果[b]状态的目标,行动前有[c]%概率,无法行动
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@ -12535,7 +12538,7 @@ local passivityList = {
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if buff.caster~=role then
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if buff.caster~=role then
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return
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return
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end
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end
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BattleUtil.RandomAction(v1, function()
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BattleUtil.RandomAction(1, function()
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BattleLogic.InsertSkillRole(role)
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BattleLogic.InsertSkillRole(role)
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end)
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end)
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end
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end
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@ -12552,8 +12555,10 @@ local passivityList = {
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local ct = args[5]
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local ct = args[5]
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local f1 = args[6]
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local f1 = args[6]
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local type = args[7]
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local type = args[7]
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local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType)
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local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType)
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if skill and not skill.isTriggerJudge and judge==1 then
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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return
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end
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end
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if cp==1 and defRole.Rage<=num then
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if cp==1 and defRole.Rage<=num then
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@ -12575,7 +12580,7 @@ local passivityList = {
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if func then func(dmgDeduction) end
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if func then func(dmgDeduction) end
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end
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveBeDamaging,nil,nil,role)
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end,
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end,
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-- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,造成的伤害[e]改变[f]%,伤害类型[g]
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-- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,造成的伤害[e]改变[f]%,伤害类型[g]
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--a[int],b[int],c[int 1:大于 2:小于],d[int], e[改变类型]f[float],g[int 0:所有伤害 1:直接伤害 2:间接伤害 ]
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--a[int],b[int],c[int 1:大于 2:小于],d[int], e[改变类型]f[float],g[int 0:所有伤害 1:直接伤害 2:间接伤害 ]
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@ -12591,10 +12596,10 @@ local passivityList = {
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if skill and not skill.isTriggerJudge and judge==1 then
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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return
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end
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end
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if cp==1 and defRole.Rage<=num then
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if cp==1 and atkRole.Rage<=num then
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return
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return
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end
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end
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if cp==2 and defRole.Rage>=num then
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if cp==2 and atkRole.Rage>=num then
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return
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return
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end
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end
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@ -28,6 +28,7 @@ local allEnemyDamage=0
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local levelStarRecord
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local levelStarRecord
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local hardStageId =0
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local hardStageId =0
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local insertSkillRole=nil
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local insertSkillRole=nil
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local insertSkillRoleList=nil
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--是否开启战斗日志
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--是否开启战斗日志
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BattleLogic.IsOpenBattleRecord = false
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BattleLogic.IsOpenBattleRecord = false
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--逻辑帧频
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--逻辑帧频
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@ -60,6 +61,7 @@ function BattleLogic.Init(data, _userData, maxRound)
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userData = _userData
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userData = _userData
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hardStageId=data.nodeId
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hardStageId=data.nodeId
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insertSkillRole=nil
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insertSkillRole=nil
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insertSkillRoleList={}
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BattleLogic.CurOrder = 0
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BattleLogic.CurOrder = 0
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BattleLogic.TotalOrder = #data.enemyData
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BattleLogic.TotalOrder = #data.enemyData
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BattleLogic.Clear()
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BattleLogic.Clear()
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@ -321,7 +323,7 @@ function BattleLogic.TurnRound(debugTurn)
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--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
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--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
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BattleLogic.WaitForTrigger(0.5,function()
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BattleLogic.WaitForTrigger(0.5,function()
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-- 切换阵营
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-- 切换阵营
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if not insertSkillRole then
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if #insertSkillRoleList==0 and insertSkillRole==nil then
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CurCamp = (CurCamp + 1) % 2
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CurCamp = (CurCamp + 1) % 2
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end
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end
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BattleLogic.CheckBattleLogic()
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BattleLogic.CheckBattleLogic()
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@ -345,8 +347,10 @@ function BattleLogic.CheckBattleLogic()
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local SkillRole
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local SkillRole
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local lastPos
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local lastPos
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--如果有插入行动的英雄,就先让插入的英雄行动
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--如果有插入行动的英雄,就先让插入的英雄行动
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if insertSkillRole then
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if insertSkillRoleList and #insertSkillRoleList>0 then
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insertSkillRole=insertSkillRoleList[1]
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SkillRole =insertSkillRole
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SkillRole =insertSkillRole
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table.removebyvalue(insertSkillRoleList,insertSkillRole)
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insertSkillRole=nil
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insertSkillRole=nil
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--记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行
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--记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行
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lastPos=CurSkillPos[CurCamp]
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lastPos=CurSkillPos[CurCamp]
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@ -430,8 +434,10 @@ end
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--检测是否有插入得英雄
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--检测是否有插入得英雄
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function BattleLogic.CheckHaveInsertRole()
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function BattleLogic.CheckHaveInsertRole()
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if insertSkillRole then
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if insertSkillRoleList and #insertSkillRoleList>0 then
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insertSkillRole=insertSkillRoleList[1]
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local SkillRole=insertSkillRole
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local SkillRole=insertSkillRole
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table.removebyvalue(insertSkillRoleList,insertSkillRole)
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insertSkillRole=nil
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insertSkillRole=nil
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-- 如果找不到下一个人,直接交换阵营
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-- 如果找不到下一个人,直接交换阵营
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if not SkillRole then
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if not SkillRole then
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@ -497,7 +503,7 @@ function BattleLogic.WaitForTrigger(delayTime, action)
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end
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end
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function BattleLogic.InsertSkillRole(role)
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function BattleLogic.InsertSkillRole(role)
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insertSkillRole=role
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table.insert(insertSkillRoleList,role)
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end
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end
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function BattleLogic.CurFrame()
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function BattleLogic.CurFrame()
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