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50150e8187..2bb4fd6c9c 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -30,7 +30,8 @@ SDKSubMitType = { TYPE_EXIT_GAME = 5, TYPE_ENTER_COPY = 6, TYPE_EXIT_COPY = 7, - TYPE_VIP_LEVELUP = 8 + TYPE_VIP_LEVELUP = 8, + TYPE_CHANGE_NAME = 9 } SDK_RESULT = { @@ -300,36 +301,26 @@ HeroProType = { PhysicalDefence = 3, --护甲 MagicDefence = 4, --魔抗 Speed = 5, --速度 + InitRage = 7, -- 初始怒气值 DamageBocusFactor = 51, --伤害加成百分比 DamageReduceFactor = 52, --伤害减免百分比 Hit = 53, --效果命中率 Dodge = 54, --效果抵抗率 CritFactor = 55, --暴击率 CritDamageFactor = 56, --暴伤 + AntiCritFactor = 60, --抗暴率 + AntiCritDamageFactor = 113, --暴击伤害减免 CureFacter = 57, --受到治疗系数 TreatFacter = 58, --治疗系数 - DifferDemonsReduceFactor = 59, --异妖减伤率 - AntiCritDamageFactor = 60, --抗暴率 - MaxHpPercentage = 61, --生命值百分比 - AttackPercentage = 62, --攻击力百分比 - MaxHpPercentage = 63, --生命值百分比 - PhysicalDefencePercentage = 64, --护甲百分比 - SpeedPercentage = 65, --速度百分比 - DifferDemonsBocusFactor = 66, --异妖伤害加成系数 - FireDamageBonusFactor = 101, --火攻(%) - WindDamageBonusFactor = 102, --风攻(%) - WaterDamageBonusFactor = 103, --水攻(%) - LandDamageBonusFactor = 104, --地攻(%) - LightDamageBonusFactor = 105, --光攻(%) - DarkDamageBonusFactor = 106, --暗攻(%) - FireDamageReduceFactor = 107, --火抗(%) - WindDamageReduceFactor = 108, --风抗(%) - WaterDamageReduceFactor = 109, --水抗(%) - LandDamageReduceFactor = 110, --地抗(%) - LightDamageReduceFactor = 111, --光抗(%) - DarkDamageReduceFactor = 112, --暗抗(%) + RenBonus = 101, --对人杰阵营神将造成伤害时获得的伤害加成 + FoBonus = 102, --对佛禅阵营神将造成伤害时获得的伤害加成 + YaoBonus = 103, --对妖灵阵营神将造成伤害时获得的伤害加成 + DaoBonus = 104, --对道玄阵营神将造成伤害时获得的伤害加成 + RenReduce = 107, --受到人杰阵营神将造成的直接伤害时获得的伤害减免 + FoReduce = 108, --受到佛禅阵营神将造成的直接伤害时获得的伤害减免 + YaoReduce = 109, --受到妖灵阵营神将造成的直接伤害时获得的伤害减免 + DaoReduce = 110, --受到道玄阵营神将造成的直接伤害时获得的伤害减免 WarPower = 1000, --英雄战斗力(获取英雄属性时会用到) - InitRage = 200, -- 初始怒气值 } --异妖图片资源 @@ -1046,7 +1037,8 @@ ItemType = { heroDogFood =25,--英雄狗粮 linglongbaojingkaimen = 26, likeabilityItem = 27, - Incarnation = 28, + Incarnation = 29, + ZuoQiChip = 28, -- 坐骑碎片 } JumpType = { Lottery = 1, --招募 diff --git a/Assets/ManagedResources/~Lua/Modules/Bag/BagResolveAnCompoundPanel.lua b/Assets/ManagedResources/~Lua/Modules/Bag/BagResolveAnCompoundPanel.lua index 32c4fcbc88..0a7e5b4fc4 100644 --- a/Assets/ManagedResources/~Lua/Modules/Bag/BagResolveAnCompoundPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Bag/BagResolveAnCompoundPanel.lua @@ -133,7 +133,8 @@ function BagResolveAnCompoundPanel:BindEvent() end end) Util.AddClick(this.btnCompound, function() - if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片 + if itemData.itemConfig.ItemType==ItemType.HeroDebris + or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片 if compoundNum>0 then local item={} item.itemId=itemData.id @@ -292,7 +293,8 @@ function this.OnShowLayout3Data() this.chipFrame:SetActive(false) this.propertyIma:SetActive(false) local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1) - if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片 + if itemData.itemConfig.ItemType==ItemType.HeroDebris + or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片 this.chipFrame:SetActive(true) this.chipFrame:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(itemData.itemConfig.Quantity)) if itemData.itemConfig.PropertyName and itemData.itemConfig.PropertyName > 0 then @@ -305,12 +307,13 @@ function this.OnShowLayout3Data() this.nameText.text=Language[10192] this.btnCompoundText.text=Language[10193] local maxCompoundValue = math.floor(itemData.num/itemData.itemConfig.UsePerCount) - compoundMaxNum=maxCompoundValue > gameSetting.HeroCompoundLimit and gameSetting.HeroCompoundLimit or maxCompoundValue - endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas()) - compoundMaxNum=compoundMaxNum >endHeroNum and endHeroNum or compoundMaxNum - if compoundMaxNum > compoundMaxNum then - compoundMaxNum = compoundMaxNum + -- + if itemData.itemConfig.ItemType==ItemType.HeroDebris then -- 神将碎片 + compoundMaxNum = math.min(maxCompoundValue, gameSetting.HeroCompoundLimit, gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas())) + elseif itemData.itemConfig.ItemType==ItemType.ZuoQiChip then -- 坐骑碎片 + compoundMaxNum = math.min(maxCompoundValue, gameSetting.HeroCompoundLimit) end + elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱 this.nameText.text=Language[10194] this.btnCompoundText.text=Language[10195] @@ -448,7 +451,8 @@ function this.ShowCompoundNumData(value) compoundNum=value this.Slider:GetComponent("Slider").value=value this.numText1.text = value - if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片 + if itemData.itemConfig.ItemType==ItemType.HeroDebris + or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片 this.numText.text= Language[10198]..value*itemData.itemConfig.UsePerCount..Language[10199]..value..Language[10200].. string.gsub(GetLanguageStrById(itemData.itemConfig.Name),Language[10201],"") elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱 this.numText.text= Language[10202]..value..Language[10200]..GetLanguageStrById(itemData.itemConfig.Name).."。" diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 894fd1f127..ad00846b42 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -633,18 +633,19 @@ function this.GetMonsterPros(id, lv, star) table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%) table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%) table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%) - table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%) + table.insert(allProVal, 14, proList[HeroProType.AntiCritFactor] or 0) --抗暴率(%) table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1 table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1 - table.insert(allProVal, 17, 0) --异妖伤害加成系数(%) - table.insert(allProVal, 18, 0) --异妖减伤率(%) - table.insert(allProVal, 19, 0) --火系伤害减免系数(%) - table.insert(allProVal, 20, 0) --风系伤害减免系数(%) - table.insert(allProVal, 21, 0) --冰系伤害减免系数(%) - table.insert(allProVal, 22, 0) --地系伤害减免系数(%) - table.insert(allProVal, 23, 0) --光系伤害减免系数(%) - table.insert(allProVal, 24, 0) --暗系伤害减免系数(%) - table.insert(allProVal, 25, 0) + table.insert(allProVal, 17, proList[HeroProType.RenBonus] or 0) -- 灭人 + table.insert(allProVal, 18, proList[HeroProType.FoBonus] or 0) -- 灭佛 + table.insert(allProVal, 19, proList[HeroProType.YaoBonus] or 0) -- 灭妖 + table.insert(allProVal, 20, proList[HeroProType.DaoBonus] or 0) -- 灭道 + table.insert(allProVal, 21, proList[HeroProType.RenReduce] or 0) -- 抗人 + table.insert(allProVal, 22, proList[HeroProType.FoReduce] or 0) -- 抗佛 + table.insert(allProVal, 23, proList[HeroProType.YaoReduce] or 0) -- 抗妖 + table.insert(allProVal, 24, proList[HeroProType.DaoReduce] or 0) -- 抗道 + table.insert(allProVal, 25, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免 + table.insert(allProVal, 26, proList[HeroProType.InitRage] or 0) -- 初始怒气 local pros = table.concat(allProVal, "#") return pros end @@ -1069,6 +1070,8 @@ function this.GetArtFontConfig(_ArtFontType) return "z_zhandou_podun_zh" elseif _ArtFontType == BattleArtFontType.clear then return "z_zhandou_qingchu_zh" + elseif _ArtFontType == BattleArtFontType.Blood then + return "z_zhandou_jinjia_zh" end end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua index cdf831649e..28d7620012 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua @@ -16,6 +16,7 @@ local BuffRegister = { [BuffName.Aura] = "Aura", [BuffName.Brand] = "Brand", [BuffName.Blood] = "Blood", + [BuffName.BanBlood] = "BanBlood", } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 58d6186b67..e59d75d048 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -5,26 +5,6 @@ local max = math.max --local BattleLogic = BattleLogic --local BattleUtil = BattleUtil ---属性编号 --- local BattlePropList = { --- RoleDataName.Attack, --- RoleDataName.PhysicalDefence, --- RoleDataName.MagicDefence, --- RoleDataName.Speed, --- RoleDataName.DamageBocusFactor, --- RoleDataName.DamageReduceFactor, --- RoleDataName.Hit, --- RoleDataName.Dodge, --- RoleDataName.Crit, --- RoleDataName.CritDamageFactor, --- RoleDataName.TreatFacter, --- RoleDataName.MaxHp, --- RoleDataName.Hp, --- RoleDataName.CureFacter, --- RoleDataName.Tenacity, --- RoleDataName.InitRage, --- } - local function buffRandomAction(random, target, buff) -- 检测被动技能对技能的加成 @@ -101,7 +81,7 @@ local effectList = { local cb1 = args[2] local f2 = args[3] BattleLogic.WaitForTrigger(interval, function () - BattleUtil.RandomControl(f1, cb1, caster, target, f2) + BattleUtil.RandomControl(f1, cb1, caster, target, f2,skill) end) end, --[d]改变[a]属性[b]%,持续[c]秒 @@ -394,7 +374,7 @@ local effectList = { BattleLogic.WaitForTrigger(interval, function () BattleUtil.CalDamage(skill, caster, target, dt, f1) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then - BattleUtil.RandomControl(f1, ct, caster, target, f3) + BattleUtil.RandomControl(f1, ct, caster, target, f3,skill) end end) end, @@ -958,7 +938,7 @@ local effectList = { local f3 = args[4] BattleLogic.WaitForTrigger(interval, function () if BattleUtil.GetHPPencent(target) < f1 then - BattleUtil.RandomControl(f2, ct, caster, target, f3) + BattleUtil.RandomControl(f2, ct, caster, target, f3,skill) end end) end, @@ -1169,7 +1149,7 @@ local effectList = { -- 伤害 BattleUtil.CalDamage(skill, caster, target, dt, f1) -- 控制未命中则施加增伤印记 - if not BattleUtil.RandomControl(f2, 1, caster, target, f3) then + if not BattleUtil.RandomControl(f2, 1, caster, target, f3,skill) then local brand = Buff.Create(caster, BuffName.Brand, 0, "zengshang") brand.maxLayer = i1 brand.clear = false @@ -1314,7 +1294,7 @@ local effectList = { else BattleUtil.CalDamage(skill, caster, target, dt, f1) end - BattleUtil.RandomControl(f2, c1, caster, target, f4) + BattleUtil.RandomControl(f2, c1, caster, target, f4,skill) end) end) end @@ -1416,9 +1396,9 @@ local effectList = { local arr = BattleUtil.ChooseTarget(caster, 20000) for i=1, #arr do if arr[i] == target then - BattleUtil.RandomControl(f1+f3, cb1, caster, arr[i], f2) + BattleUtil.RandomControl(f1+f3, cb1, caster, arr[i], f2,skill) else - BattleUtil.RandomControl(f1, cb1, caster, arr[i], f2) + BattleUtil.RandomControl(f1, cb1, caster, arr[i], f2,skill) end end end) @@ -1472,7 +1452,7 @@ local effectList = { end return b end) - BattleUtil.RandomControl(f1+f3*layer, ct, caster, target, f2) + BattleUtil.RandomControl(f1+f3*layer, ct, caster, target, f2,skill) end) end, --添加[a]的[b]%护盾,持续[c]秒。为自身挂护盾印记,每层额外增加护盾值[d]%,印记最多[e]层。印记不显示。(增益印记,不可驱散) @@ -1683,7 +1663,7 @@ local effectList = { end end) if hasBuff then - BattleUtil.RandomControl(f2, ct, caster, target, f3) + BattleUtil.RandomControl(f2, ct, caster, target, f3,skill) end end) end, @@ -1705,7 +1685,7 @@ local effectList = { end end) if hasBuff then - BattleUtil.RandomControl(f2, ct, caster, target, f3) + BattleUtil.RandomControl(f2, ct, caster, target, f3,skill) end end) end, @@ -1902,7 +1882,7 @@ local effectList = { else BattleUtil.CalDamage(skill, caster, target, dt, f1) end - BattleUtil.RandomControl(f2, c1, caster, target, f4) + BattleUtil.RandomControl(f2, c1, caster, target, f4,skill) end) end) end @@ -2216,7 +2196,7 @@ local effectList = { BattleLogic.WaitForTrigger(interval, function () BattleUtil.CalDamage(skill, caster, target, dt, f1) if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then - BattleUtil.RandomControl(f2, ct, caster, target, f3) + BattleUtil.RandomControl(f2, ct, caster, target, f3,skill) end end) end, @@ -2326,7 +2306,7 @@ local effectList = { BattleUtil.CalDamage(skill, caster, target, dt, f1) --伤害命中才会给目标上buff if skill and skill:CheckTargetIsHit(target) then - BattleUtil.RandomControl(pro1,ctrl, caster, target,r1) + BattleUtil.RandomControl(pro1,ctrl, caster, target,r1,skill) end end) end, @@ -2471,11 +2451,13 @@ local effectList = { value=0 end if damage-value>0 then - if target.bloodShield then - target.bloodShield:AddValue(damage-value) - else - target:AddBuff(Buff.Create(caster,BuffName.Blood,0,damage-value)) - end + if not target.isBanBlood then + if target.bloodShield then + target.bloodShield:AddValue(damage-value) + else + target:AddBuff(Buff.Create(caster,BuffName.Blood,0,damage-value)) + end + end end end) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 1ae2bb6974..b937d17892 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1,31 +1,6 @@ local floor = math.floor local max = math.max local min = math.min ---local RoleDataName = RoleDataName ---local BattleLogic = BattleLogic ---local BattleUtil = BattleUtil ---local BattleEventName = BattleEventName ---local BuffName = BuffName - ---属性编号 --- local BattlePropList = { --- RoleDataName.Attack, --- RoleDataName.PhysicalDefence, --- RoleDataName.MagicDefence, --- RoleDataName.Speed, --- RoleDataName.DamageBocusFactor, --- RoleDataName.DamageReduceFactor, --- RoleDataName.Hit, --- RoleDataName.Dodge, --- RoleDataName.Crit, --- RoleDataName.CritDamageFactor, --- RoleDataName.TreatFacter, --- RoleDataName.MaxHp, --- RoleDataName.Hp, --- RoleDataName.CureFacter, --- RoleDataName.Tenacity, --- RoleDataName.InitRage, --- } PassiveManager = {} PassiveManager.passiveCountList = { [0] = {}, @@ -328,22 +303,7 @@ local passivityList = { --免疫[a]属性伤害。 --a[属性类型] [15] = function(role, args) - local pt = args[1] - local elementDamageReduceFactor - if pt == 1 then - elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor - elseif pt == 2 then - elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor - elseif pt == 3 then - elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor - elseif pt == 4 then - elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor - elseif pt == 5 then - elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor - elseif pt == 6 then - elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor - end - role.data:AddValue(elementDamageReduceFactor, 10000) + -- TODO:原有老被动已无法使用 end, --发动技能后,[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。 @@ -1373,7 +1333,7 @@ local passivityList = { local OnPassiveCriting = function(crit,skill) BattleUtil.RandomAction(f1, function () - crit(role:GetRoleData(RoleDataName.CritDamageFactor)+f2) + crit(role:GetRoleData(RoleDataName.CritDamageBonus)+f2) end) end role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting,nil,nil,role) @@ -2058,31 +2018,39 @@ local passivityList = { end, - -- 战斗第[a]回合造成伤害必定暴击 - -- a[int] + -- 战斗第[a]回合造成伤害必定暴击,[b]是否包含前面的回合 + -- a[int],b[int 0:不包含 1:包含] [112] = function(role, args,id,judge) local i1 = args[1] + local type = args[2] + if not type then + type=0 + end local function onRoleDamageAfter(target) target.isFlagCrit = false role.Event:RemoveEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter) end - local function onRoleDamageBefore(target, factorFunc, damageType, skill) + role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role) + local function onRoleDamageBefore(critFunc,atkRole,defRole,skill) + if atkRole~=role then + return + end if not skill then return end if skill and not skill.isTriggerJudge and judge==1 then return end - --处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing - if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then - return - end - if BattleLogic.GetCurRound() == i1 then - target.isFlagCrit = true - role.Event:AddEvent(BattleEventName.RoleDamageAfter, onRoleDamageAfter,nil,nil,role) + + local curRound=BattleLogic.GetCurRound() + LogError("currround=="..curRound.." il=="..i1.." type=="..type) + if (curRound== i1 and type==0) or (curRound<=i1 and type==1) then + LogError("1111111111") + defRole.isFlagCrit = true + end end - role.Event:AddEvent(BattleEventName.RoleDamageBefore, onRoleDamageBefore,nil,nil,role) + BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit, onRoleDamageBefore,nil,nil,role) end, @@ -4364,7 +4332,7 @@ local passivityList = { local i1 = args[1] local f1 = args[2] BattleUtil.CalRage(role,role,i1,CountTypeName.Add) - local function onPassiveSeckill(func) + local function onPassiveSeckill(func,defRole) local isBoss=BattleUtil.CheckIsBoss(defRole) if isBoss then return @@ -5017,10 +4985,6 @@ local passivityList = { role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role) end, - - - - -- 同阵营只生效一次 -- 敌方武将[c]改变[a]的[b] -- a[float],b[属性],c[改变类型] @@ -5688,11 +5652,13 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) end, - --技能追加的普攻额外造成目标[a][b]%的伤害。 - --a[int 属性id] b[float] + --技能追加的普攻额外造成目标[a][b]%的伤害。,生命每下降[c]%,额外生命百分比加[d]%(c d 不填不增加) + --a[int 属性id] b[float],c[float],d[float] [258]=function(role,args,id,judge) local f1 = args[1] local dt = args[2] + local p1 = args[3] + local p2 = args[4] -- 直接伤害后 local onPassiveDamaging = function(func, defRole, damage,skill) if skill and not skill.isTriggerJudge and judge==1 then @@ -5703,16 +5669,21 @@ local passivityList = { if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then return end + if (f1==12 or f1==13) and p1 and p2 and p1~=0 and p2~=0 then + local levelDamage = floor(defRole:GetRoleData(RoleDataName.MaxHp)*p1) + local lostDamage = defRole:GetRoleData(RoleDataName.MaxHp) - defRole:GetRoleData(RoleDataName.Hp) + local level = floor(lostDamage/levelDamage) + dt=dt+(level*p2) + end local val = -floor(BattleUtil.FP_Mul(dt, defRole:GetRoleData(BattlePropList[f1]))) if f1==12 or f1==13 then - BattleUtil.FinalDamage(nil,role,defRole,-val) + BattleUtil.FinalDamageCountShield(nil,role,defRole,-val) else if func then func(val) end end - - + dt=args[2] end end role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role) @@ -5937,14 +5908,17 @@ 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,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] + --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,控制效果的添加条件[e](e: 0 不限制 1:自身) + -- a[int 控制效果]b[int],c[int 属性],d[float],e[int] [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 limitType = args[5] + if not limitType then + limitType=0 + end local OnRoleHit = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return @@ -5956,12 +5930,12 @@ local passivityList = { end local num=0 for key, value in pairs(list) do - local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot end) + local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot and (limitType==0 or (limitType==1 and buff.caster==role)) end) if isHave then if i1>0 then BattleUtil.CalRage(role, value, i1, CountTypeName.Sub) end - if pro and v1 then + if pro and v1 and pro~=0 and v1~=0 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 @@ -6414,8 +6388,8 @@ local passivityList = { end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, OnRoundChange,nil,nil,role) end, - --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,目标人数[e](e 不填默认为 1人 填10为敌方燃烧数 ) - --a[int 改变类型],b[int 0:己方 1:敌方],c[int],d[int],e[int] + --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,目标人数[e](e 不填默认为 1人 填10为敌方燃烧数)属性[f]改变[g][h]% 持续[i]回合;属性[j]改变[k][l]% 持续[m]回合 + --a[int 改变类型],b[int 0:己方 1:敌方],c[int],d[int],e[int],f[int], g[int],h[float],i[int],j[int]k[int],l[float],m[int] [283]=function(role,args,id,judge) local ct=args[1] local camp=args[2] @@ -6425,7 +6399,14 @@ local passivityList = { if not num then num=1 end - + local p1=args[6] + local ct1=args[7] + local f1=args[8] + local r1=args[9] + local p2=args[10] + local ct2=args[11] + local f2=args[12] + local r2=args[13] local onSkillCastEnd=function(skill) local fireNum=0 if skill and not skill.isTriggerJudge and judge==1 then @@ -6459,6 +6440,12 @@ local passivityList = { for i = 1, #list do if i<=num then BattleUtil.CalRage(role, list[i], v1, ct) + if p1 and ct1 and f1 and r1 then + list[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, r1, BattlePropList[p1], f1,ct1)) + end + if p2 and ct2 and f2 and r2 then + list[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, r2, BattlePropList[p2], f2,ct2)) + end end end end @@ -7591,14 +7578,19 @@ local passivityList = { role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role) end, - --[a]攻击时,如果目标处于持续伤害[b]状态,则有[c]%的概率使目标[d][e]回合 - --a[int 攻击类型 1:普攻 4:死亡技能] + --[a]攻击时,如果目标处于持续伤害[b]状态,则有[c]%的概率使目标[d][e]回合,触发条件[f](f: 0/不填 灼烧目标, 1:没有条件) + --a[int 攻击类型 1:普攻 4:死亡技能],b[int],c[flaot],d[int],e[int],f[int] [323]=function(role,args,id,judge) local st = args[1] local dt = args[2] local p1 = args[3] local ct = args[4] local round=args[5] + local type=args[6] + if not type then + type=0 + end + local ctrs={} local onRoleBeDamage=function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill) if atkRole and atkRole~=role then return @@ -7609,11 +7601,25 @@ local passivityList = { if skill and not skill.isTriggerJudge and judge==1 then return end - if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function(buff) return buff.damageType == dt end,role,dt) then - BattleUtil.RandomControl(p1,ct,role,defRole,round) - end + local isTrigger=false + if type==0 then + if BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT, function(buff) return buff.damageType == dt end,role,dt) then + isTrigger=true + end + elseif type==1 then + isTrigger=true + end + + if isTrigger and not ctrs[defRole.position] then + BattleUtil.RandomControl(p1,ct,role,defRole,round) + ctrs[defRole.position]=1 + end end BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,onRoleBeDamage,nil,nil,role) + local onSkillCastEnd=function() + ctrs={} + end + role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role) end, --释放技能怒气不足时,损失自身([a]-我方活着的[b]系神将数)%生命*不足怒气数 后释放技能 --a[int],b[int] @@ -8066,12 +8072,8 @@ local passivityList = { end local rDamage =floor(f1 * damage) - if role.bloodShield then - role.bloodShield:AddValue(rDamage) - else - role:AddBuff(Buff.Create(role, BuffName.Blood,0, rDamage)) - end - + BattleUtil.AddBlood(role,rDamage) + end role.Event:AddEvent(BattleEventName.RoleBeHit, onBeHit,nil,nil,role) end, @@ -8421,11 +8423,8 @@ local passivityList = { local onRoundChange=function(curRound) local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro]))) --如果身上有御甲就添加御甲的值 - if role.bloodShield then - role.bloodShield:AddValue(val) - else--没有就上御甲buff - role:AddBuff(Buff.Create(role, BuffName.Blood,0, val)) - end + BattleUtil.AddBlood(role,val) + end role.Event:AddEvent(BattleEventName.RoleTurnStart, onRoundChange,nil,nil,role) end, @@ -8522,12 +8521,8 @@ local passivityList = { end local val = floor(BattleUtil.FP_Mul(v1, role:GetRoleData(BattlePropList[pro]))) --如果身上有御甲就添加御甲的值 - if role.bloodShield then - role.bloodShield:AddValue(val) - else--没有就上御甲buff - role:AddBuff(Buff.Create(role, BuffName.Blood,0, val)) - end - time=time+1 + BattleUtil.AddBlood(role,val) + time=time+1 end BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role) end, @@ -8755,14 +8750,18 @@ local passivityList = { role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging,nil,nil,role) end, - --处于[a]类型[b]效果的目标,获得御甲时得效果改变[c][d]%,[e](e 1:自身释放) - --a[int buff类型],b[int 具体类型],c[int 改变类型],d[float],e[int] + --处于[a]类型[b]效果的目标,获得御甲时得效果改变[c][d]%,[e](e 1:自身释放),改变概率[f](f不填为100%,a填0:为没有buff限制) + --a[int buff类型],b[int 具体类型],c[int 改变类型],d[float],e[int],f[float] [362]=function(role, args,id,judge) local type1 = args[1] local type2 = args[2] local ct = args[3] local v1 = args[4] local type3 = args[5] + local p1 = args[6] + if not p1 then + p1=1 + end local onPassiveBlood=function(func,trigger,caster,value) if not func then return @@ -8777,10 +8776,14 @@ local passivityList = { if BattleLogic.BuffMgr:HasBuff(trigger, type1, nil) then isPlay=true end + elseif type1==0 then + isPlay=true end if isPlay and func then - local dd = BattleUtil.CountValue(value,v1, ct) - value - func(floor(BattleUtil.ErrorCorrection(dd))) + BattleUtil.RandomAction(p1,function() + local dd = BattleUtil.CountValue(value,v1, ct) - value + func(floor(BattleUtil.ErrorCorrection(dd))) + end) end end BattleLogic.Event:AddEvent(BattleEventName.BloodValuePassiveChange,onPassiveBlood,nil,nil,role) @@ -8806,11 +8809,7 @@ local passivityList = { if list then local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1)) for _, r in ipairs(list) do - if r.bloodShield then - r.bloodShield:AddValue(tv) - else - r:AddBuff(Buff.Create(role, BuffName.Blood,0,tv)) - end + BattleUtil.AddBlood(r,tv) end end end @@ -9150,11 +9149,7 @@ local passivityList = { 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 + BattleUtil.AddBlood(role,value) -- 清空伤害记录 allDamage = 0 end @@ -9273,6 +9268,445 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.RoleHit,onRoleHit,nil,nil,role) end, + --受到处于[a][b]效果的目标的[c]类型攻击,则有[d]%的概率使目标[e][f][g]回合(c: 1:技能攻击) + --a[int],b[int],c[int],d[float],e[int],f[int],g[int] + [379]=function(role,args,id,judge) + local t1 = args[1] + local t2 = args[2] + local t3 = args[3] + local pro = args[4] + local t4=args[5] + local t5=args[6] + local round=args[7] + + local onRoleBeDamage=function (atkRole, damage, bCrit, finalDmg, damageType, dotType, skill) + if atkRole and atkRole.camp==role.camp then + return + end + if not skill or skill.type==BattleSkillType.Monster then + return + end + if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then + return + end + + local isTrigger=false + if BattleLogic.BuffMgr:HasBuff(atkRole, t1, function(buff) return buff.damageType == t2 end,role,t2) then + isTrigger=true + end + if isTrigger then + if t4==BuffName.Control then + BattleUtil.RandomControl(pro,t5,role,atkRole,round) + end + end + end + role.Event:AddEvent(BattleEventName.RoleBeDamaged,onRoleBeDamage,nil,nil,role) + end, + + -- 死亡时[a]%斩杀生命低于[b]%,且处于[c]类型[d]效果的敌人 + -- a[float],b[float],c[int],d[int] + [380] = function(role, args,id,judge) + local f1 = args[1] + local p1 = args[2] + local t1 = args[3] + local t2 = args[4] + local onRoleDead = function() + local list = RoleManager.Query(function(v) return v.camp ~= role.camp end) + BattleUtil.RandomAction(f1,function() + for i = 1, #list do + if BattleLogic.BuffMgr:HasBuff(list[i], t1, function (buff) return buff.damageType==t2 end) then + local isBoss=BattleUtil.CheckIsBoss(list[i]) + if not isBoss then + local ft = list[i]:GetRoleData(RoleDataName.Hp)/list[i]:GetRoleData(RoleDataName.MaxHp) + if ft < p1 then + -- 秒杀 + BattleUtil.Seckill(nil, role,list[i]) + end + end + end + end + end) + + end + role.Event:AddEvent(BattleEventName.RoleDead, onRoleDead,nil,nil,role) + end, + --被自身添加[a]类型[b]效果的目标,己方[c]系神将对其暴击率改变[d][e]%,且暴击必定命中 + --a[int],b[int],c[int],d[int],e[float] + [381]=function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local ele = args[3] + local ct = args[4] + local v1 = args[5] + local changeCrit=function(func,atkRole,defRole,skill) + if atkRole.camp~=role.camp or atkRole.element~=ele then + return + end + if not BattleLogic.BuffMgr:HasBuff(defRole, t1, function (buff) return buff.ctrlType==t2 and buff.caster==role end) then + return + end + if func then + func(v1,ct,true) + end + end + BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit,changeCrit,nil,nil,role) + end, + --技能对自身释放[a]类型buff [b]成功后,有[c]%概率控制[d][e]回合;每回合最多触发[f]次,具体控制效果有[g][h][i][j] + --a[int],b[int 0:失败/成功 1:只有成功],c[float],d[int],e[int],f[int],g[int],h[int],i[int] + [382]=function(role, args,id,judge) + local ctrls={} + local t1 = args[1] + local t2 = args[2] + local pro = args[3] + local t3 = args[4] + local r1 = args[5] + local time = args[6] + local v1 = args[7] + if v1 then + table.insert(ctrls,v1) + end + local v2 = args[8] + if v2 then + table.insert(ctrls,v2) + end + local v3 = args[9] + if v3 then + table.insert(ctrls,v3) + end + local v4 = args[10] + if v4 then + table.insert(ctrls,v4) + end + local triggerTime=0 + local addBuff=function(buff,isAdd,caster,target,skill) + if not skill then + return + end + if time==triggerTime then + return + end + if not BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType) then + return + end + if t2==1 and not isAdd then + return + end + BattleUtil.RandomControl(pro,t3,role,caster,r1) + triggerTime=triggerTime+1 + end + + BattleLogic.Event:AddEvent(BattleEventName.RoleAddCtrlBuff,addBuff,nil,nil,role) + + local onRoundChange=function() + triggerTime=0 + end + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role) + end, + --目标存在御甲,追击的普攻对御甲额外造成[a]倍伤害,不存在御甲,追击的普攻额外造成目标[b][c]%的伤害 + --【御甲不足以抵扣a倍伤害 对神将造成血量伤害=([d]属性*[e]-御甲值)/[f]】 + --a[int],b[int],c[float],d[int],e[int],f[int] + [383]=function(role, args,id,judge) + local d1 = args[1] + local p1 = args[2] + local v1 = args[3] + local p2 = args[4] + local v2 = args[5] + local d2 = args[6] + local passiveDmg=function(func, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect) + if not skill then + return + end + if skill.type~=BattleSkillType.Normal or not skill.isAdd then + return + end + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if defRole.bloodShield==nil or defRole.bloodShield.bloodValue==0 then + local isBoss=BattleUtil.CheckIsBoss(defRole) + if isBoss and p1==12 then + return + end + local val = floor(BattleUtil.FP_Mul(v1, defRole:GetRoleData(BattlePropList[p1]))) + BattleUtil.FinalDamageCountShield(nil,role, defRole, val) + else + local jia=defRole.bloodShield.bloodValue + if damage*d1>jia then + local aaa=(role:GetRoleData(BattlePropList[p2])*v2-jia)/d2 + func(-floor(aaa)) + else + func(-floor(damage*(d1-1))) + end + end + end + role.Event:AddEvent(BattleEventName.PassiveDamaging, passiveDmg,nil,nil,role) + end, + -- 技能治疗的目标[a]属性[b]改变[c]%,持续[d]回合 + -- a[int],b[改变类型],c[float],d[int] + [384] = function(role, args,id,judge) + local f1 = args[1] + local ct = args[2] + local v1 = args[3] + local round = args[4] + local onPassiveTreatingFactor = function(func, target) + target:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[f1], v1,ct)) + end + + local function onSkillCast(skill) + if skill then + if skill and not skill.isTriggerJudge and judge==1 then + return + end + role.Event:AddEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor,nil,nil,role) + end + end + local function onSkillCastEnd(skill) + if skill then + if skill and not skill.isTriggerJudge and judge==1 then + return + end + role.Event:RemoveEvent(BattleEventName.PassiveTreatingFactor, onPassiveTreatingFactor) + end + end + role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role) + role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd,nil,nil,role) + end, + -- 技能目标每[a]改变[b]个,暴击率增加[c]%,[d]改变 + -- a[改变类型],b[int],c[float],d[改变类型] + [385] = function(role, args,id,judge) + local ct = args[1] + local i1 = args[2] + local f1 = args[3] + local ct2 = args[4] + + -- 每次释放技能时提前计算额外加成的伤害 + local extra = 0 + + + local changeCrit=function(func,atkRole,defRole,skill) + if not skill or skill.type~=BattleSkillType.Special then + return + end + if atkRole~=role then + return + end + if func then + func(extra,ct2,false) + end + end + local onSkillCast = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + extra = 0 + if skill and skill.type == BattleSkillType.Special then + -- 改变值 = 技能最大目标数 - 当前目标数 + local maxNum = skill:GetMaxTargetNum() + local curNum = #skill:GetDirectTargets() + local lessNum = max(maxNum - curNum, 0) + local level = math.floor(lessNum/i1) + extra = BattleUtil.ErrorCorrection(level * f1) + end + BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit,changeCrit,nil,nil,role) + end + role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role) + + local onSkillCastEnd=function() + BattleLogic.Event:RemoveEvent(BattleEventName.TemporaryChangeCrit,changeCrit,nil,nil,role) + end + role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role) + + end, + --释放技能时,如果目标怒气不足[a]点,每少[b]技能暴击伤害额外[c] [d]% + -- a[int,怒气值],b[int],c[改变类型],d[float] + [386]=function(role,args,id,judge) + local anger = args[1] + local num = args[2] + local type = args[3] + local v1 = args[4] + local onPassiveDamaging = function(func, defRole, damage,skill,dotType,bcrit) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if not bcrit then + return + end + --怒气小于规定值 + if defRole.Rage>=anger then + return + end + local add=floor((anger-defRole.Rage)/num)*v1 + if skill and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill ) then + local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage,add,type))) + if func then func(dmgDeduction) end + end + end + role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role) + end, + --技能追加的普攻额外造成目标[a][b]%的伤害,如果放技能前自身怒气大于目标,额外生命百分比加[c]%;小于等于目标添加禁御甲,持续[d]回合 + --a[int 属性id] b[float],c[float],d[float] + [387]=function(role,args,id,judge) + local f1 = args[1] + local dt = args[2] + local p1 = args[3] + local p2 = args[4] + local haveRage=0 + -- 直接伤害后 + local onPassiveDamaging = function(func, defRole, damage,skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill and skill.type == BattleSkillType.Normal and skill.isAdd and skill.owner==role then + --如果是boss 并且额外伤害是根据最大生命则返回 + if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then + return + end + if (f1==12 or f1==13) and p1 then + if haveRage>defRole.Rage then + dt=dt+p1 + else + defRole:AddBuff(Buff.Create(role, BuffName.BanBlood, p2)) + end + end + local val = -floor(BattleUtil.FP_Mul(dt, defRole:GetRoleData(BattlePropList[f1]))) + if f1==12 or f1==13 then + BattleUtil.FinalDamageCountShield(nil,role,defRole,-val) + else + if func then + func(val) + end + end + end + end + role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role) + local onSkillCast=function(caster) + haveRage=caster.Rage + end + role.Event:AddEvent(BattleEventName.RoleTurnStart,onSkillCast,nil,nil,role) + end, + --非[a]职业神将[b]怒气时,有[c]概率使目标[d]属性[e]改变[f]%,持续[g]回合 + --a[int],b[int],c[float],d[int],e[int],f[float],g[int] + [388]=function(role,args,id,judge) + local prof = args[1] + local ct1 = args[2] + local pro = args[3] + local p1 = args[4] + local ct2 = args[5] + local v1 = args[6] + local round = args[7] + local onRageChange = function(caster, target, deltaRage, countType, value) + if caster~=role then + return + end + + if countType~=ct1 then + return + end + if target.camp~=role.camp then + return + end + if prof~=0 and caster.job==prof then + return + end + + BattleUtil.RandomAction(pro,function() + target:AddBuff(Buff.Create(role, BuffName.PropertyChange,round, BattlePropList[p1],v1, ct2)) + end) + + end + BattleLogic.Event:AddEvent(BattleEventName.RecordRageChange, onRageChange,nil,nil,role) + end, + --暴击时[a]%概率使爆伤改变[b][c]% + --a[float],b[int],c[float] + [389]=function(role,args,id,judge) + local pro=args[1] + local ct = args[2] + local v1 = args[3] + local addCritDamageFa=function(func) + BattleUtil.RandomAction(pro,function() + if func then + func(v1,ct) + end + end) + end + role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role) + end, + + --释放技能时[a]%概率 改变[b]自身无视目标的[c]类型buff的免疫概率 + --a[float],b[int],c[int] + [390]=function(role,args,id,judge) + local pro=args[1] + local ct = args[2] + local v1 = args[3] + local addCritDamageFa=function(func,buff) + + if buff and buff.type~=v1 then + return + end + if func then + func(pro,ct) + end + end + + local OnSkillCast = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then + role.Event:AddEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,addCritDamageFa,nil,nil,role) + end + end + local OnSkillCastEnd = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then + role.Event:RemoveEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,addCritDamageFa,nil,nil,role) + end + end + role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role) + role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role) + end, + + --释放技能时[a]%概率 清除目标一个减异效果 + --a[float] + [391]=function(role,args,id,judge) + local pro=args[1] + local onRoleTreat=function(targetRole, treat, baseTreat,skill) + if not skill then + return + end + BattleUtil.RandomAction(pro, function() + local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.caster.camp~=targetRole.camp and buff.target==targetRole end) + local len=BattleUtil.LengthOfTable(list) + if list and len>0 then + local index=Random.RangeInt(1,len) + BattleLogic.BuffMgr:ClearBuff(targetRole, function (buff) + return buff==list[index] + end) + end + end) + end + + local OnSkillCast = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then + role.Event:AddEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role) + end + end + local OnSkillCastEnd = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then + role.Event:RemoveEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role) + end + end + role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role) + role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role) + end, } return passivityList \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua new file mode 100644 index 0000000000..a3871a69c1 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua @@ -0,0 +1,33 @@ +BanBlood = Buff:New() + +--初始化Buff,通过传入一些自定义参数控制成长相关的数值 +function BanBlood:SetData(...) + + -- 刷新排序等级 + self.sort = 4 +end + + +--初始化后调用一次 +function BanBlood:OnStart() + self.target.isBanBlood = true + +end + +--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd +function BanBlood:OnTrigger() + return true +end + +--效果结束时调用一次 +function BanBlood:OnEnd() + self.target.isBanBlood = false + +end + +--只有当cover字段为true时触发,返回true则被新效果覆盖 +function BanBlood:OnCover(newBuff) + return true +end + +return BanBlood \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua.meta b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua.meta new file mode 100644 index 0000000000..425a26f126 --- /dev/null +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BanBlood.lua.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 18cb21cb8f3fd3042af24720c82d4c26 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/HardStageEventManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/HardStageEventManager.lua index 95afc82fc5..912db073c6 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/HardStageEventManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/HardStageEventManager.lua @@ -114,6 +114,9 @@ function this.OnBuffAdd(caster,target,buff) if caster and target and buff then if caster.camp==0 and buff.type==BuffName.Control then local type=buff.ctrlType + if type==4 then + return + end if ctrlNumList[type] then ctrlNumList[type]=ctrlNumList[type]+1 else diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index 015ed0c565..998eda5b2c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -180,6 +180,11 @@ BattleEventName = { CheckLiZhanZhiQu = indexAdd(),--检测历战之躯 SkillCastCostRageEnd = indexAdd(), --技能释放最后扣除怒气 BloodValuePassiveChange = indexAdd(),--被动修改御甲值 + TemporaryChangeCrit = indexAdd(),--临时改变暴击率 + RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff + CastRageBrfore = indexAdd(),--扣除怒气之前 + PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数 + PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视 } BattleMaxFrame = 1000000 @@ -187,35 +192,64 @@ BattleMaxFrame = 1000000 index = 0 RoleDataName = { - Level = indexAdd(), --等级 - Hp = indexAdd(), --生命 - MaxHp = indexAdd(), --最大生命 - Attack = indexAdd(), --攻击力 - PhysicalDefence = indexAdd(),--护甲 - MagicDefence = indexAdd(),--魔抗 - Speed = indexAdd(),--速度 + Level = indexAdd(), --等级 + Hp = indexAdd(), --生命 + MaxHp = indexAdd(), --最大生命 + Attack = indexAdd(), --攻击力 + PhysicalDefence = indexAdd(), --护甲 + MagicDefence = indexAdd(), --魔抗 + Speed = indexAdd(), --速度 DamageBocusFactor = indexAdd(), --伤害加成系数(%) DamageReduceFactor = indexAdd(), --伤害减免系数(%) - Hit = indexAdd(), --施法率(%) + Hit = indexAdd(), --施法率(%) Dodge = indexAdd(), --后期基础施法率(%) - Crit = indexAdd(), --暴击率(%) - CritDamageFactor = indexAdd(), --暴击伤害系数(%) + Crit = indexAdd(), --暴击率(%) + CritDamageBonus = indexAdd(), --暴击伤害系数(%) Tenacity = indexAdd(), --抗暴率(%) - TreatFacter = indexAdd(),--治疗加成系数(%) + TreatFacter = indexAdd(), --治疗加成系数(%) CureFacter = indexAdd(),--受到治疗加成系数(%) - TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%) - TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%) - FireDamageReduceFactor = indexAdd(), --火系伤害减免系数(%) - WindDamageReduceFactor = indexAdd(), --风系伤害减免系数(%) - IceDamageReduceFactor = indexAdd(), --冰系伤害减免系数(%) - LandDamageReduceFactor = indexAdd(), --地系伤害减免系数(%) - LightDamageReduceFactor = indexAdd(), --光系伤害减免系数(%) - DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%) - ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%) + RenBonus = indexAdd(), --人系伤害加成 + FoBonus = indexAdd(), --佛系伤害加成 + YaoBonus = indexAdd(), --妖系伤害加成 + DaoBonus = indexAdd(), --道系伤害加成 + RenReduce = indexAdd(), --人系伤害减免 + FoReduce = indexAdd(), --佛系伤害减免 + YaoReduce = indexAdd(), --妖系伤害减免 + DaoReduce = indexAdd(), --道系伤害减免 + CritDamageReduce = indexAdd(), --暴击伤害减免 InitRage = indexAdd(), --初始怒气值 - } +-- 战斗表属性id对应战斗中属性数据 +BattlePropList = { + RoleDataName.Attack, + RoleDataName.PhysicalDefence, + RoleDataName.MagicDefence, + RoleDataName.Speed, + RoleDataName.DamageBocusFactor, + RoleDataName.DamageReduceFactor, + RoleDataName.Hit, + RoleDataName.Dodge, + RoleDataName.Crit, + RoleDataName.CritDamageBonus, + RoleDataName.TreatFacter, + RoleDataName.MaxHp, + RoleDataName.Hp, + RoleDataName.CureFacter, + RoleDataName.Tenacity, + RoleDataName.InitRage, + RoleDataName.RenBonus, + RoleDataName.FoBonus, + RoleDataName.YaoBonus, + RoleDataName.DaoBonus, + RoleDataName.RenReduce, + RoleDataName.FoReduce, + RoleDataName.YaoReduce, + RoleDataName.DaoReduce, + RoleDataName.CritDamageReduce, +} + + BuffName = { PropertyChange = 1, Control = 2, @@ -230,6 +264,7 @@ BuffName = { Aura = 11, Brand = 12, Blood = 13, + BanBlood = 14, } DotType = { @@ -297,27 +332,6 @@ skill6={100923,0.15,1.5,1,{260004,{126,0.48,2,4,1,0,4,12,0}}}, } - --- 战斗表属性id对应战斗中属性数据 -BattlePropList = { - RoleDataName.Attack, - RoleDataName.PhysicalDefence, - RoleDataName.MagicDefence, - RoleDataName.Speed, - RoleDataName.DamageBocusFactor, - RoleDataName.DamageReduceFactor, - RoleDataName.Hit, - RoleDataName.Dodge, - RoleDataName.Crit, - RoleDataName.CritDamageFactor, - RoleDataName.TreatFacter, - RoleDataName.MaxHp, - RoleDataName.Hp, - RoleDataName.CureFacter, - RoleDataName.Tenacity, - RoleDataName.InitRage, -} - CurseTypeName = { ShareDamage = 1, } @@ -349,4 +363,19 @@ BattleArtFontType = { Immune = 1, -- 免疫文字 Shield = 2, --破盾文字 clear = 3, --清除文字 + Blood = 4, --禁甲文字 +} + + +BattleMieProp = { + [BattleRoleElementType.REN] = RoleDataName.RenBonus, + [BattleRoleElementType.FO] = RoleDataName.FoBonus, + [BattleRoleElementType.YAO] = RoleDataName.YaoBonus, + [BattleRoleElementType.DAO] = RoleDataName.DaoBonus +} +BattleKangProp = { + [BattleRoleElementType.REN] = RoleDataName.RenReduce, + [BattleRoleElementType.FO] = RoleDataName.FoReduce, + [BattleRoleElementType.YAO] = RoleDataName.YaoReduce, + [BattleRoleElementType.DAO] = RoleDataName.DaoReduce } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 74b94544ee..d47deb06a3 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -607,15 +607,6 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy bCrit = bCrit or false damageType = damageType or 0 - -- if atkRole.isTeam then - -- --max(技能基础伤害*(1+已方异妖伤害加成-目标异妖伤害减免),30%×技能基础伤害) - -- local arr = RoleManager.Query(function (r) return r.camp == atkRole.camp end) - -- local n = 0 - -- for i=1, #arr do - -- n = n + arr[i]:GetRoleData(RoleDataName.TeamDamageBocusFactor) - -- end - -- damage = floor(max(damage * (1 + n / #arr - defRole:GetRoleData(RoleDataName.TeamDamageReduceFactor)), 0.3 * damage)) - -- end -- 计算护盾减伤 damage = BattleUtil.CalShield(atkRole, defRole, damage,skill) @@ -906,13 +897,42 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i if defRole.type == BattleUnitType.Monster or defRole.type == BattleUnitType.Player then return end - -- 判断是否命中 - if skill and not skill:CheckTargetIsHit(defRole) and atkRole.type==BattleUnitType.Role then - BattleLogic.Event:DispatchEvent(BattleEventName.HitMiss, atkRole, defRole, skill) - atkRole.Event:DispatchEvent(BattleEventName.HitMiss, defRole, skill) - defRole.Event:DispatchEvent(BattleEventName.BeHitMiss, atkRole, skill) - return 0 + + -- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率 + local bCrit = false + local critRandom = Random.Range01() + --特殊处理 白骨精附加的普攻不会必定暴击 + local mustCrit=atkRole.mustCrit + if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then + mustCrit=false end + local addCrit=0 + local isMustHit=false + -- 计算被动对暴击概率的影响 + local critFunc = function(df, dt,hit) + addCrit = BattleUtil.CountValue(addCrit, df, dt) + isMustHit = hit + end + BattleLogic.Event:DispatchEvent(BattleEventName.TemporaryChangeCrit,critFunc,atkRole,defRole,skill) + local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit)+addCrit - defRole:GetRoleData(RoleDataName.Tenacity), 0, 1) + bCrit = critRandom <= critCondition + --处理达摩神魂被动必定命中 + if not bCrit or addCrit==0 then + isMustHit=false + end + + bCrit =mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击 + + -- 判断是否命中 + if not isMustHit then + if (skill and not skill:CheckTargetIsHit(defRole) and atkRole.type==BattleUnitType.Role) then + BattleLogic.Event:DispatchEvent(BattleEventName.HitMiss, atkRole, defRole, skill) + atkRole.Event:DispatchEvent(BattleEventName.HitMiss, defRole, skill) + defRole.Event:DispatchEvent(BattleEventName.BeHitMiss, atkRole, skill) + return 0 + end + end + -- 如果是队伍技能,计算真实伤害,则damageType为伤害值 if atkRole.isTeam and not defRole:IsDead() then return BattleUtil.ApplyDamage(skill, atkRole, defRole, damageType), false @@ -942,18 +962,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i -- 基础伤害增加系数 local addDamageFactor = 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor) - -- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率 - local bCrit = false - local critRandom = Random.Range01() - --特殊处理 白骨精附加的普攻不会必定暴击 - local mustCrit=atkRole.mustCrit - if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then - mustCrit=false - end - local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit) - defRole:GetRoleData(RoleDataName.Tenacity), 0, 1) - bCrit = critRandom <= critCondition - bCrit =mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击 - + -- 计算暴伤害系数 local critDamageFactor = 1 local critDamageReduceFactor = 0 -- 暴击伤害减免 @@ -970,16 +979,29 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i defRole.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole) BattleLogic.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole) critDamageReduceFactor = max(BattleUtil.CountChangeList(critDamageReduceFactor, cl), 0) - - -- 计算额外暴击伤害 - critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor + + local critDamageAddFactor=0 --加入被动效果 触发暴击被动 - local critFunc = function(critEx) critDamageFactor = critEx end - atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill) + local cl2 = {} + local onCritDamageAddFactor = function(v, ct) + if v then + table.insert(cl2, {v, ct}) + end + end + atkRole.Event:DispatchEvent(BattleEventName.PassiveAddCritDamageFactor, onCritDamageAddFactor, atkRole, defRole) + critDamageAddFactor = max(BattleUtil.CountChangeList(critDamageAddFactor, cl2), 0) + -- 计算额外暴击伤害 + critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageBonus) - defRole:GetRoleData(RoleDataName.CritDamageReduce)+critDamageAddFactor - critDamageReduceFactor + --加入被动效果 触发暴击被动 废弃不用 + -- local critFunc = function(critEx) critDamageFactor = critEx end + -- atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill) end - -- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数 - local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor)) + -- 计算克制伤害系数 + local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element]) + + -- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数 * 克制伤害系数 + local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor, MieKangFactor)) -- 公式计算完成 local damageFunc = function(damage) fixDamage = damage end @@ -1019,7 +1041,7 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill) --计算暴击 if bCrit then --伤害有个+1.3 不知道干什么用的就给去了 by:wangxhenxing 2020/10/10 18:46 - critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageFactor) + critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageBonus) end -- 基础伤害增加系数 local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor) @@ -1054,8 +1076,8 @@ function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill) targetRole.data:AddValue(RoleDataName.Hp, treat) end - castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat) - targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat) + castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat,skill) + targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat,skill) --添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值 BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat) -- 战斗记录用 @@ -1119,8 +1141,8 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag if treat > 0 then targetRole.data:AddValue(RoleDataName.Hp, treat) end - castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat) - targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat) + castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat,skill) + targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat,skill) --添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值 BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat) -- 战斗记录用 @@ -1153,6 +1175,19 @@ function BattleUtil.CheckIsHit(atkRole, defRole,skill) end +function BattleUtil.AddBlood(target,value) + if not target.isBanBlood then + if target.bloodShield then + target.bloodShield:AddValue(value) + else + target:AddBuff(Buff.Create(target, BuffName.Blood,0,value)) + end + else + target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood) + end +end + + --获取table的长度 function BattleUtil.LengthOfTable(table) if not table then @@ -1174,7 +1209,7 @@ function BattleUtil.RandomAction(rand, action) end -- -function BattleUtil.RandomControl(rand, ctrl, caster, target, round) +function BattleUtil.RandomControl(rand, ctrl, caster, target, round,skill) local cl = {} local function _CallBack(v, ct) @@ -1193,6 +1228,7 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round) buff.target=target BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff) end + BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddCtrlBuff,buff,isAdd,caster,target,skill) return isAdd end @@ -1361,7 +1397,7 @@ function BattleUtil.CheckSeckill(bf, kf, caster, target) table.insert(kcl, {kv, kct}) end end - caster.Event:DispatchEvent(BattleEventName.PassiveSeckill, _CallBack) + caster.Event:DispatchEvent(BattleEventName.PassiveSeckill, _CallBack,target) target.Event:DispatchEvent(BattleEventName.PassiveBeSeckill, _CallBack) bf = BattleUtil.CountChangeList(bf, bcl) kf = BattleUtil.CountChangeList(kf, kcl) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index 5e14fd41d0..e9b2f74337 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -83,6 +83,7 @@ function RoleLogic:Init(uid, data, position) self.IsCanAddSkill = true -- 是否可以追加技能 self.mustHit=false --必定命中 self.mustCrit=false --必定暴击 + self.isBanBlood=false --是否禁止上御甲 self.isImmuneAllReduceShield = false --免疫敌方无敌盾(敌方无敌盾对自己无效) self.ignoreShara = false --忽略敌方分摊 self.type = BattleUnitType.Role @@ -345,17 +346,27 @@ function RoleLogic:AddBuff(buff) "missF", missF) -- 如果概率为0 或者没有miss if missF == 0 or not BattleUtil.RandomAction(missF, function() BattleLogic.BuffMgr:PutBuff(buff) end) then - for i=1, self.buffFilter.size do - if self.buffFilter.buffer[i](buff,self) then - BattleLogManager.Log( - "Buff Filter", - "camp", buff.caster.camp, - "position", buff.caster.position, - "id", buff.id, - "type", buff.type) - BattleLogic.BuffMgr:PutBuff(buff) - BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self) - return + + --概率忽略免疫 + local ignoreProb=0 + local changeIgnore=function(v1,ct) + ignoreProb=BattleUtil.CountValue(ignoreProb,v1,ct) + end + buff.caster.Event:DispatchEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,changeIgnore,buff) + local isIgnor=BattleUtil.RandomAction(ignoreProb,function()end) + if not isIgnor then + for i=1, self.buffFilter.size do + if self.buffFilter.buffer[i](buff,self) then + BattleLogManager.Log( + "Buff Filter", + "camp", buff.caster.camp, + "position", buff.caster.position, + "id", buff.id, + "type", buff.type) + BattleLogic.BuffMgr:PutBuff(buff) + BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self) + return + end end end BattleLogic.BuffMgr:AddBuff(self, buff) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua index 68a8958b38..2d8abc4422 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua @@ -70,6 +70,7 @@ function Skill:Cast(func) local targets=BattleUtil.LengthOfTable(self:GetDirectTargetsNoExile()) if targets==0 and self.castDoneFunc then self.isRage=false + self.owner.Event:DispatchEvent(BattleEventName.CastRageBrfore, self) self.castDoneFunc() return end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua index 15f83aef36..a9a151b0c2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua @@ -640,7 +640,7 @@ function this.BattleOrderChange(order) enemyPos.localScale = Vector3.zero enemyLivePos.localScale = Vector3.zero - local myPos = Util.GetTransform(this.PlayerPanel, "View/"..i.."/root") + local myPos = Util.GetTransform(this.PlayerPanel,i.."/root") myPos:GetComponent("Image").sprite = this.spLoader:LoadSprite("bd_xinkapaifan") myPos.localScale = Vector3.one end @@ -650,7 +650,7 @@ end function this.OnAddRole(data) local go if data.camp == 0 then - local parent = Util.GetTransform(this.PlayerPanel, "View/"..data.position.."/root") + local parent = Util.GetTransform(this.PlayerPanel,data.position.."/root") go = BattlePool.GetItem(parent, BATTLE_POOL_TYPE.MY_ROLE) playerHP = playerHP + data:GetRoleData(RoleDataName.Hp) playerMaxHP = playerMaxHP + data:GetRoleData(RoleDataName.MaxHp) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua index d0f291a180..28ca7fd2ae 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua @@ -11,6 +11,7 @@ local BuffTypeToConfigType = { [BuffName.KylinMark] = 8, [BuffName.Exile] = 9, [BuffName.Blood] = 10, + [BuffName.BanBlood] = 11, } local function _GetPropChangeBuffCType(pName) for cType, pn in ipairs(BattlePropList) do @@ -49,6 +50,8 @@ local function _GetBuffEffectConfig(buff) cType = 1 elseif bType== BuffName.Blood then cType = 1 + elseif bType==BuffName.BanBlood then + cType = 1 end local type = BuffTypeToConfigType[bType] diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua index 3ed0e19415..27ed58902c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua @@ -289,7 +289,8 @@ function EnemyView:DoScale(scale, dur, func) if self.dsTween2 then self.dsTween2:Kill() end - local liveScale = self.role.position <= 3 and 0.6 or 0.5 + --local liveScale = self.role.position <= 3 and 0.6 or 0.5 + local liveScale=0.6 self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur) end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 933beacf1d..3a73fca7a7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -25,16 +25,16 @@ function PlayerView:onCreate(go, role, position, root) self.camp = role.camp self.spLoader = SpriteLoader.New() - + self.castingEfectNode = self.RootPanel.mySkillCast self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Xia/DongHua/MingZi") - self.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image") - self.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image") - self.yujiaSlider=Util.GetGameObject(go, "hpProgress/yujia"):GetComponent("Image") + self.hpSlider = Util.GetGameObject(go, "lvObj/hpProgress/hp"):GetComponent("Image") + self.hpPassSlider = Util.GetGameObject(go, "lvObj/hpProgress/hpPass"):GetComponent("Image") + self.yujiaSlider=Util.GetGameObject(go, "lvObj/hpProgress/yujia"):GetComponent("Image") local nameParent = Util.GetGameObject(go, "Name") self.nameText = Util.GetGameObject(go, "Text"):GetComponent("Text") - self.level = Util.GetGameObject(go, "lv/Text"):GetComponent("Text") + self.level = Util.GetGameObject(go, "lvObj/lv/Text"):GetComponent("Text") self.elementImg = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image") self.bg1 = Util.GetGameObject(go, "Bg1"):GetComponent("Image") self.bg2 = Util.GetGameObject(go, "Bg2"):GetComponent("Image") @@ -86,27 +86,37 @@ function PlayerView:onCreate(go, role, position, root) SetCardStars(self.starGrid, star, starType) local zs = Util.GetGameObject(go, "zs") local zsName = GetHeroCardStarZs[role.roleData.star] - if zsName == "" then - zs:SetActive(false) - else - zs:SetActive(true) - zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName) - end - - -- 卡牌立绘显示 - self.liveRender = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage") - self.liveRender.texture, self.RoleLiveGO , _, self.RoleLiveParnet = CardRendererManager.GetSpineTexture(role.position, self.livePath, Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting) - self.liveRender.material = resMgr:LoadAsset("UI_AlphaMask "..position) - self.liveRender.transform:SetParent(Util.GetGameObject(go, "Mask").transform) - self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2 - self.liveRender.transform.anchoredPosition = Vector3.zero--Vector2.New(self.offset[1], self.offset[2]) - self.liveRender.gameObject:SetActive(true) - self.liveRender.material:SetInt("_IsMask", 1) - + -- if zsName == "" then + -- zs:SetActive(false) + -- else + -- zs:SetActive(true) + -- zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName) + -- end + + self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero) self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic") self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform") self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true) self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000) + --self.RootPanel.PlayerPanel, "live_"..position + self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.PlayerPanel, "live_"..position)) + self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5 + self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale + self.RoleLiveGO:SetActive(true) + + + -- 卡牌立绘显示 + --self.liveRender = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage") + --self.liveRender.texture, self.aaa , _, self.RoleLiveParnet = CardRendererManager.GetSpineTexture(role.position, self.livePath, Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting) + --self.liveRender.gameObject:SetActive(false) + -- self.liveRender.material = resMgr:LoadAsset("UI_AlphaMask "..position) + -- self.liveRender.transform:SetParent(Util.GetGameObject(go, "Mask").transform) + -- self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2 + -- self.liveRender.transform.anchoredPosition = Vector3.zero--Vector2.New(self.offset[1], self.offset[2]) + -- self.liveRender.gameObject:SetActive(true) + -- self.liveRender.material:SetInt("_IsMask", 1) + + -- casting技能立绘 self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero) @@ -132,14 +142,19 @@ function PlayerView:onCreate(go, role, position, root) -- 怒气显示 self.rageCache = nil - self.rageSlider = Util.GetGameObject(go, "rageProgress/rage"):GetComponent("Image") - self.rageText = Util.GetGameObject(go, "rageProgress/Text"):GetComponent("Text") - self.effect_rage = Util.GetGameObject(go, "rageProgress/effect") + self.rageSlider = Util.GetGameObject(go, "lvObj/rageProgress/rage"):GetComponent("Image") + self.rageText = Util.GetGameObject(go, "lvObj/rageProgress/Text"):GetComponent("Text") + self.effect_rage = Util.GetGameObject(go, "lvObj/rageProgress/effect") self.effect_rage:SetActive(self.role.Rage >= 4) self.rageSlider.fillAmount = self.role.Rage / 4 self.rageText.gameObject:SetActive(false) self.rageText.text = "" - + self.lvHpObj=Util.GetGameObject(go, "lvObj") + if position<=3 then + self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,485,0) + else + self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0) + end -- 伤害文字显示 self.LastBuffFloatingTime = Time.realtimeSinceStartup self.BuffFloatingCount = 0 @@ -295,17 +310,26 @@ function PlayerView:DoScale(scale, dur, func) func() end end) + if self.dsTween2 then + self.dsTween2:Kill() + end + --local liveScale = self.role.position <= 3 and 0.6 or 0.5 + local liveScale = 0.6 + self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur) end --角色被放逐 function PlayerView:OnRoleExile(role) - local color = Color.New(1, 1, 1, 0.4) - Util.SetColor(self.liveRender, color) + local color1 = Color.New(1, 1, 1, 0.4) + + --Util.SetColor(self.liveRender, color) + Util.SetColor(self.RoleLiveGOGraphic, color1) end --角色放逐结束 function PlayerView:OnRoleExileEnd(role) - local color = Color.New(1, 1, 1, 1) - Util.SetColor(self.liveRender, color) + local color2 = Color.New(1, 1, 1, 1) + --Util.SetColor(self.liveRender, color) + Util.SetColor(self.RoleLiveGOGraphic, color2) end -- 设置高亮 function PlayerView:SetHighLight(isLight, eScale, dur, func) @@ -332,7 +356,11 @@ function PlayerView:SetHighLight(isLight, eScale, dur, func) end self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return sc end), DG.Tweening.Core.DOSetter_float(function (progress) - local color = Color.New(progress, progress, progress, 1) + local aaa=1 + if self.role.isExile then + aaa=0.4 + end + local color = Color.New(progress, progress, progress,aaa) Util.SetColor(self.GameObject, color) Util.SetColor(self.RoleLiveGOGraphic, color) end), ec, dur):SetEase(Ease.Linear) @@ -366,24 +394,26 @@ end function PlayerView:OnSkillPlay() if not self.GameObject then + LogError("111111111") return end - local battleSorting = BattleManager.GetBattleSorting() - self:ChangeCardSorting(battleSorting + 20) + self.lvHpObj:SetActive(false) + --local battleSorting = BattleManager.GetBattleSorting() + -- self:ChangeCardSorting(battleSorting + 20) -- 立绘缩小 - if self.rlgTween2 then self.rlgTween2:Kill() end - self.rlgTween2 = self.RoleLiveParnet.transform:DOScale(Vector3.one * 0.85, 0.3):SetEase(Ease.OutSine) - -- 立绘位置剧中 - if self.rlgTween3 then self.rlgTween3:Kill() end - self.rlgTween3 = self.RoleLiveParnet.transform:DOLocalMove(Vector3.New(0, 100, 0), 0.3, false):SetEase(Ease.OutSine) - if self.liveRender then - local mask2 = Util.GetGameObject(self.GameObject, "Mask2") - if mask2 then - self.liveRender.transform:SetParent(mask2.transform) - end - end - local cardRenderMat = self.liveRender.material - cardRenderMat:SetInt("_IsMask", 0) + -- if self.rlgTween2 then self.rlgTween2:Kill() end + -- self.rlgTween2 = self.RoleLiveParnet.transform:DOScale(Vector3.one * 0.85, 0.3):SetEase(Ease.OutSine) + -- -- 立绘位置剧中 + -- if self.rlgTween3 then self.rlgTween3:Kill() end + -- self.rlgTween3 = self.RoleLiveParnet.transform:DOLocalMove(Vector3.New(0, 100, 0), 0.3, false):SetEase(Ease.OutSine) + -- if self.liveRender then + -- local mask2 = Util.GetGameObject(self.GameObject, "Mask2") + -- if mask2 then + -- self.liveRender.transform:SetParent(mask2.transform) + -- end + -- end + -- local cardRenderMat = self.liveRender.material + -- cardRenderMat:SetInt("_IsMask", 0) self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "attack", false) end @@ -393,20 +423,22 @@ function PlayerView:OnSkillEnd() end local battleSorting = BattleManager.GetBattleSorting() self:ChangeCardSorting(battleSorting + self.role.position) - self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform) - local cardRenderMat = self.liveRender.material - cardRenderMat:SetInt("_IsMask", 1) + -- self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform) + --local cardRenderMat = self.liveRender.material + --cardRenderMat:SetInt("_IsMask", 1) -- 动画播放就停止 if self.rlgTween2 then self.rlgTween2:Kill() end if self.rlgTween3 then self.rlgTween3:Kill() end - self.RoleLiveParnet.transform.localScale = Vector3.one --Vector2.New(self.offset[1], self.offset[2]) - self.RoleLiveParnet.transform.localPosition = Vector3(0, 0, 0) - self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2]) + --self.RoleLiveParnet.transform.localScale = Vector3.one --Vector2.New(self.offset[1], self.offset[2]) + --self.RoleLiveParnet.transform.localPosition = Vector3(0, 0, 0) + --self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2]) + self.lvHpObj:SetActive(true) end function PlayerView:OnSkillCastingStart() -- 提前进入下一阶段 self.RoleLiveGO2:SetActive(true) + self.lvHpObj:SetActive(false) self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "touch", false) end @@ -613,6 +645,8 @@ function PlayerView:OnDead() self.hpSlider.fillAmount = 0 self.hpPassSlider.fillAmount = 0 self.yujiaSlider.fillAmount = 0 + --self.RoleLiveGO.gameObject:SetActive(false) + self.lvHpObj:SetActive(false) --死亡后不把怒气条显示清空,处理触发不灭怒气不足四点 怒气条清空 2021/09/01 --self.rageSlider.fillAmount = 0 self.rageText.text = "" @@ -627,6 +661,21 @@ function PlayerView:OnRealDead() Util.SetGray(self.RoleIconGO, true) self.effect_dead:SetActive(true) self.effect_rage:SetActive(false) + local order = BattleLogic.CurOrder + BattleManager.PauseBattle() + self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function () + self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function () + BattleManager.ResumeBattle() + self.RoleLiveGOGraphic.color = Color.New(1,1,1,1) + if order ~= BattleLogic.CurOrder then return end + self.GameObject:SetActive(false) + self.RoleLiveGO:SetActive(false) + self.effect_dead:SetActive(false) + if self.shadow then + self.shadow:SetActive(false) + end + end) + end) self.deadIconGO:SetActive(true) local color = Color.New(75, 75, 75, 255)/255 @@ -673,6 +722,8 @@ function PlayerView:onRoleRelive() BattleManager.AddDelayRecycleRes(reliveEffect1, go, 3) BattleManager.AddDelayRecycleRes(reliveEffect2, go, 3) self.Floater:ImageBuffFloating("z_zhandou_fuhuo_zh") + self.RoleLiveGO.gameObject:SetActive(true) + self.lvHpObj:SetActive(true) end @@ -692,6 +743,7 @@ function PlayerView:onDispose() self.RoleLiveGOGraphic.freeze = false self.RoleLiveGOGraphic2.freeze = false poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2) + poolManager:UnLoadLive(self.livePath, self.RoleLiveGO) -- 回收本节点 BattlePool.RecycleItem(self.GameObject, BATTLE_POOL_TYPE.MY_ROLE) self.GameObject = nil diff --git a/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua b/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua index 893e54c7ec..55ce872748 100644 --- a/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Equip/EquipManager.lua @@ -243,29 +243,21 @@ function this.CalculateEquipWarForce(curEquip) for index, prop in pairs(mainAttribute) do local id = prop.propertyId local value = prop.propertyValue + -- + if propertyConfig[id].Style == 2 then + value = value / 100 + end if addAllProVal[id] then addAllProVal[id] = addAllProVal[id] + value else addAllProVal[id] = value end end - local powerEndVal = 0 - for i, v in pairs(addAllProVal) do - if v > 0 then - local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i) - if curProConfigData then - if curProConfigData.Style == 1 then - powerEndVal = powerEndVal + v * HeroManager.heroPropertyScore[i] - else - powerEndVal = powerEndVal + v / 100 * HeroManager.heroPropertyScore[i] - end - end - end - end if curEquip and curEquip.Score > 0 then - powerEndVal = powerEndVal + curEquip.Score + addAllProVal[HeroProType.WarPower] = curEquip.Score end - return math.floor(powerEndVal) + local powerEndVal = HeroPowerManager.CalPower(addAllProVal) + return powerEndVal end -- 判断是否是新装备 diff --git a/Assets/ManagedResources/~Lua/Modules/Equip/TalismanManager.lua b/Assets/ManagedResources/~Lua/Modules/Equip/TalismanManager.lua index 407be348b0..af269427f9 100644 --- a/Assets/ManagedResources/~Lua/Modules/Equip/TalismanManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Equip/TalismanManager.lua @@ -128,24 +128,8 @@ function this.CalculateWarForceBase(curTalismanConFigData,heroPos) end end end - local heroPropertyScore={} - for i, v in ConfigPairs(propertyConfig) do - heroPropertyScore[i]=v.Score - end - local powerEndVal=0 - for i, v in pairs(addAllProVal) do - if v > 0 then - local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig,i) - if curProConfigData then - if curProConfigData.Style == 1 then - powerEndVal=powerEndVal+v*heroPropertyScore[i] - else - powerEndVal=powerEndVal+v/100*heroPropertyScore[i] - end - end - end - end - return math.floor(powerEndVal) + local powerEndVal = HeroPowerManager.CalPower(addAllProVal) + return powerEndVal end end function this.GetAllTalismanByCondition(curTalismanData,upStarConFigData) diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 80b528e88a..bb4c28c090 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -2165,56 +2165,59 @@ end function this.CalculateWarAllProVal(heroDid) local allEquipAddProVal = HeroPropManager.GetHeroProp(heroDid)--HeroManager.CalculateHeroAllProValList(1, heroDid, true) local allProVal = {} - table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv) --等级 - table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp]) + table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv) --生命 - table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp]) + table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp]) --最大生命 - table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack]) + table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp]) --攻击力 - table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence]) + table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack]) --护甲 - table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence]) + table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence]) --魔抗 - table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed]) + table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence]) --速度 - table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor]) + table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed]) --伤害加成系数(%) - table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor]) + table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor]) --伤害减免系数(%) - table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit]) + table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor]) --命中率(%) - table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge]) + table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit]) --闪避率(%) - table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor]) + table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge]) --暴击率(%) - table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor]) + table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor]) --暴击伤害系数(%) - table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritDamageFactor]) + table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor]) --抗暴率(%) - table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter]) + table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritFactor]) --治疗加成系数(%) - table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter]) + table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter]) --受到治疗系数(%) - table.insert(allProVal, 17, allEquipAddProVal[HeroProType.DifferDemonsBocusFactor]) - --异妖伤害加成系数(%) - table.insert(allProVal, 18, allEquipAddProVal[HeroProType.DifferDemonsReduceFactor]) - --异妖减伤率(%) - table.insert(allProVal, 19, allEquipAddProVal[HeroProType.FireDamageReduceFactor]) - --火系伤害减免系数(%) - table.insert(allProVal, 20, allEquipAddProVal[HeroProType.WindDamageReduceFactor]) - --风系伤害减免系数(%) - table.insert(allProVal, 21, allEquipAddProVal[HeroProType.WaterDamageReduceFactor]) - --冰系伤害减免系数(%) - table.insert(allProVal, 22, allEquipAddProVal[HeroProType.LandDamageReduceFactor]) - --地系伤害减免系数(%) - table.insert(allProVal, 23, allEquipAddProVal[HeroProType.LightDamageReduceFactor]) - --光系伤害减免系数(%) - table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DarkDamageReduceFactor]) - --暗系伤害减免系数(%) - table.insert(allProVal, 25, 0) - --属性伤害加成系数(%) + table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter]) + -- 人系伤害加成 + table.insert(allProVal, 17, allEquipAddProVal[HeroProType.RenBonus]) + -- 佛系伤害加成 + table.insert(allProVal, 18, allEquipAddProVal[HeroProType.FoBonus]) + -- 妖系伤害加成 + table.insert(allProVal, 19, allEquipAddProVal[HeroProType.YaoBonus]) + -- 道系伤害加成 + table.insert(allProVal, 20, allEquipAddProVal[HeroProType.DaoBonus]) + -- 人系伤害减免 + table.insert(allProVal, 21, allEquipAddProVal[HeroProType.RenReduce]) + -- 佛系伤害减免 + table.insert(allProVal, 22, allEquipAddProVal[HeroProType.FoReduce]) + -- 妖系伤害减免 + table.insert(allProVal, 23, allEquipAddProVal[HeroProType.YaoReduce]) + -- 道系伤害减免 + table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce]) + -- 爆伤减免 + table.insert(allProVal, 25, allEquipAddProVal[HeroProType.AntiCritDamageFactor]) + -- 怒气 + table.insert(allProVal, 26, allEquipAddProVal[HeroProType.InitRage]) + return allProVal end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua index b7e1022de1..4c5153fe8b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua @@ -29,20 +29,20 @@ local function CalculateWarForce2(powerVal) if v > 0 and i < HeroProType.WarPower then if propertyConfig[i].IfShow == 1 then if propertyConfig[i].TargetPropertyId == 0 then - basePower = basePower + v * propertyConfig[i].Score + basePower = basePower + v*propertyConfig[i].Score end elseif propertyConfig[i].IfShow == 2 then -- 这里百分比数要转换成小数,用于计算战斗力 - HighPower = HighPower + v/100 + HighPower = HighPower + v/100*propertyConfig[i].Score end - elseif v > 0 and i >= HeroProType.WarPower then + elseif v > 0 and i == HeroProType.WarPower then extPower = extPower + v end end LogBlue_Prop("basePower: "..basePower) LogBlue_Prop("HighPower: "..HighPower) LogBlue_Prop("extPower: "..extPower) - powerEndVal = basePower * (1 + HighPower / 2) + extPower + powerEndVal = basePower * (1 + HighPower) + extPower return math.floor(powerEndVal) end @@ -89,8 +89,7 @@ function this.InitAllPower() end -function this.CalPower(heroData, propList) - -- return CalculateWarForce(propList) +function this.CalPower(propList) return CalculateWarForce2(propList) end @@ -108,7 +107,7 @@ function this.GetHeroPower(dId, formationId, NoFuncProp) -- 重新计算人物属性 local propList = HeroPropManager.GetHeroProp(dId, formationId, NoFuncProp) -- 计算战斗力 - local allPower = this.CalPower(heroData, propList) + local allPower = this.CalPower(propList) -- 旧战斗力 if HeroPropManager.IsDebug() and not NoFuncProp then -- local curHeroData = HeroManager.GetSingleHeroData(dId) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua index dd1dc06577..5f20111b15 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua @@ -133,10 +133,10 @@ function RewardEquipSingleShowPopup2:BindEvent() local equipIdList={} local equipDataList={} table.insert(equipIdList,tostring(self.equipData.id)) - table.insert(equipDataList,self.nextEquip) + table.insert(equipDataList,self.equipData) NetManager.EquipWearRequest(self.curHeroData.dynamicId,equipIdList ,1, function () self:ClosePanel() - self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.equipData,self.position) + self.parent.UpdateEquipPosHeroData(1,typeToUpdate[self.openType],equipDataList,self.nextEquip,self.position) end) end) end @@ -173,7 +173,7 @@ end function RewardEquipSingleShowPopup2:SetBtns() local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(self.equipData.id)) - self.btnSure:SetActive(itemConfigData.IfResolve==1) + self.btnSure:SetActive(itemConfigData.IfResolve==1 and BagManager.isBagPanel) self.btnJump:SetActive(itemConfigData.UseJump and itemConfigData.UseJump > 0 and BagManager.isBagPanel) self.btnWear:SetActive(self.openType == 3) self.btnDown:SetActive(self.openType == 2) @@ -202,7 +202,7 @@ function RewardEquipSingleShowPopup2:OnShow() self.powerNumUpDown.gameObject:SetActive(true) local Power = EquipManager.CalculateWarForce(self.equipData.id) local Power2 = EquipManager.CalculateWarForce(self.nextEquip.id) - LogGreen("Id:"..tostring(self.equipData.id).."Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).."Power2:"..tostring(Power2)) + -- LogGreen("Id:"..tostring(self.equipData.id).." Power:"..tostring(Power).." Id2:"..tostring(self.equipData.id).." Power2:"..tostring(Power2)) if(Power > Power2) then self.powerNumUpDown.sprite = self.spLoader:LoadSprite(PowerChangeIconDef[1]) elseif(Power < Power2)then @@ -217,6 +217,9 @@ function RewardEquipSingleShowPopup2:OnShow() --basePro基础属性 if equipConfigData.Property then self.basePro:SetActive(true) + for _, pro in ipairs(_BaseProList) do + pro:SetActive(false) + end for index, prop in ipairs(equipConfigData.Property) do local proConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, prop[1]) if proConfigData then diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua index 0e6dec6aa1..d2998aaddb 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua @@ -150,6 +150,25 @@ function RewardItemSingleShowPopup:BindEvent() self:ClosePanel() end) end,Language[10731],Language[10732],Language[11511],false,"") + elseif itemConfigData.ItemType == ItemType.ZuoQiChip then + local sum = BagManager.GetItemCountById(itemSid) / BagManager.bagDatas[itemSid].itemConfig.UsePerCount + sum = math.floor(sum) + if sum >= 2 then + local _itemData = BagManager.bagDatas[itemSid] + UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function() + func() + end) + elseif sum >= 1 then + local _itemData = BagManager.bagDatas[itemSid] + local item={} + item.itemId= _itemData.id + item.itemNum= sum * _itemData.itemConfig.UsePerCount + NetManager.HeroComposeRequest(item,function (drop) + this.SendBackCompoundReCallBack(drop) + end) + else + PopupTipPanel.ShowTip(Language[11509]) + end else local _itemData = BagManager.bagDatas[itemSid] UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function() @@ -312,7 +331,10 @@ function RewardItemSingleShowPopup:OnShow() elseif isBagPanel and itemConfigData.IfResolve == 1 and func then--是否可分解 this.btnSure:SetActive(true) this.btnSureText.text = Language[10197] - elseif isBagPanel and itemConfigData.ItemType == 2 and func then--是否是碎片可合成 + elseif isBagPanel and func --是否是碎片可合成 + and (itemConfigData.ItemType == ItemType.HeroDebris + or itemConfigData.ItemType == ItemType.ZuoQiChip) + then this.btnSureText.text = Language[10193] this.btnSure:SetActive(true) elseif isBagPanel and itemConfigData.ItemType == 10 and func then--是否宝箱可使用 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua index f431245a95..868d314cd7 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/EquipTreasureManager.lua @@ -660,24 +660,8 @@ function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure) end end end - local heroPropertyScore = {} - for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do - heroPropertyScore[i] = v.Score - end - local powerEndVal = 0 - for i, v in pairs(addAllProVal) do - if v > 0 then - local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i) - if curProConfigData then - if curProConfigData.Style == 1 then - powerEndVal = powerEndVal + v * heroPropertyScore[i] - else - powerEndVal = powerEndVal + v / 100 * heroPropertyScore[i] - end - end - end - end - return math.floor(powerEndVal) + local powerEndVal = HeroPowerManager.CalPower(addAllProVal) + return powerEndVal end end --获取宝物升级消耗 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua index 1c5dd7e1ff..ce4ef6baaa 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua @@ -846,6 +846,7 @@ function this.SingleItemDataShow(_go, _itemData) if curHeroData.harmonyGongMing then this:OpenTips(nextEquipData,equipConfig[_itemData.id].Position) else + -- Log("当前装备:"..tostring(nextEquipData.id).." 准备替换装备:"..tostring(_itemData.id)) UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup2, this,_itemData,4,false,nil, curHeroData,equipConfig[_itemData.id].Position,nextEquipData) end else @@ -857,6 +858,12 @@ function this.SingleItemDataShow(_go, _itemData) end --刷新当前英雄装备坑位的信息 function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataList, _oldSelectEquip, position) --type + -- if _selectEquipDataList then + -- LogYellow("_type:"..tostring(_type).." 新装备:"..tostring(_selectEquipDataList[1].id)) + -- end + -- if _oldSelectEquip then + -- LogYellow("旧装备:"..tostring(_oldSelectEquip.id)) + -- end --1 穿单件装备 2 卸单件装备 3 替换单件装备 4 一键穿装备 5一键脱装备 if _type == 1 then effectList[position]:SetActive(false) @@ -920,11 +927,11 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi end --英雄替换新选择装备 - if curHeroEquipDatas[curSelectEquipData.equipConfig.Position] then + if curHeroEquipDatas[equipConfig[curSelectEquipData.id].Position] then for i = 1, #curHeroData.equipIdList do if tonumber(curHeroData.equipIdList[i]) == - tonumber(curHeroEquipDatas[curSelectEquipData.equipConfig.Position].id) + tonumber(curHeroEquipDatas[equipConfig[curSelectEquipData.id].Position].id) then curHeroData.equipIdList[i] = curSelectEquipData.id break diff --git a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua index e8dcd4c127..0fceb790f8 100644 --- a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua @@ -166,6 +166,7 @@ function TailsManSouPanel:SetSingleData(go,data,index) self.itemPreList[go].slider.value = self.itemPreList[go].data.lv/self.itemPreList[go].data.maxLv self.itemPreList[go].progress.text = self.itemPreList[go].data.lv.."/"..self.itemPreList[go].data.maxLv self.itemPreList[go].red.gameObject:SetActive(self:CheckRedPoint(self.itemPreList[go].data.trumpList)) + Util.SetParticleSortLayer(go,self.sortingOrder + 1) for i = 1,math.max(#data.trumpList,#self.itemPreList[go].iconList) do if not data.trumpList[i] then self.itemPreList[go].iconList[i].go.gameObject:SetActive(false) @@ -193,6 +194,9 @@ end --界面层级发生改变(用于子类重写) function TailsManSouPanel:OnSortingOrderChange() + for k,v in pairs(self.itemPreList) do + Util.SetParticleSortLayer(v,self.sortingOrder + 1) + end end --界面关闭时调用(用于子类重写) diff --git a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua index d40640144f..a79455f3c3 100644 --- a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua @@ -47,6 +47,8 @@ function TailsmanSoulMainPanel:InitComponent() self.skillGrid = Util.GetGameObject(self.transform, "skillLayout/proScrolllRect/proScroll") self.skillGridPos = self.skillGrid:GetComponent("RectTransform").anchoredPosition3D self.skillList = {} + + self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform) end function TailsmanSoulMainPanel:BindEvent() @@ -107,6 +109,7 @@ function TailsmanSoulMainPanel:OnOpen(curCompId) end function TailsmanSoulMainPanel:OnShow() + self.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main }) self.trumpList,self.compMaxLv,self.complv,self.skillDataList = TailsManSoulManager.GetTailsmanSoulDataById(self.curCompId) self:SetTailsManList(self.trumpList,self.tailsGrid,self.tailsPre) self:ChangeTailsMan() @@ -291,5 +294,6 @@ end function TailsmanSoulMainPanel:OnDestroy() self.proList = {} self.skillList = {} + SubUIManager.Close(self.UpView) end return TailsmanSoulMainPanel \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/View/ShopViewNew.lua b/Assets/ManagedResources/~Lua/View/ShopViewNew.lua index 7c112ce8f7..38d9a38d59 100644 --- a/Assets/ManagedResources/~Lua/View/ShopViewNew.lua +++ b/Assets/ManagedResources/~Lua/View/ShopViewNew.lua @@ -470,7 +470,7 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData) local empty = Util.GetGameObject(shopItem, "empty") local lock = Util.GetGameObject(shopItem, "lock") local lockTip = Util.GetGameObject(shopItem, "lock/tip"):GetComponent("Text") - + local new = Util.GetGameObject(shopItem, "GameObject/new") -- 计算数据 local itemInfo = ShopManager.GetShopItemInfo(itemData.id) local curBuyCount = itemData.buyNum @@ -560,6 +560,16 @@ function ShopViewNew:ShopItemAdapter(shopItem, itemData) if isshow then effect.gameObject:SetActive(true) end + + if self.ShopType == SHOP_TYPE.QIANKUNBOX_SHOP then + if SoulPrintManager.CheckSoulExist(con.Id) then + new.gameObject:SetActive(false) + else + new.gameObject:SetActive(true) + end + else + new.gameObject:SetActive(false) + end -- 购买事件 Util.AddOnceClick(lock, function()