变身卡修改提交

dev_chengFeng
wangzhenxing 2023-05-31 17:21:13 +08:00
parent 250fa4d5ee
commit df07616ab3
10 changed files with 14681 additions and 40784 deletions

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View File

@ -1907,7 +1907,7 @@ function GetPropertyFormatStrOne(type, value)
if value % 100 == 0 then
return string.format("%d%%", value / 100)
else
return string.format("%.1f%%", value / 100)
return string.format("%.2f%%", value / 100)
end
end
end

View File

@ -11,6 +11,7 @@ local SpiritAnimalSkill = ConfigManager.GetConfig(ConfigName.SpiritAnimalSkill)
local ShenBingSkill=ConfigManager.GetConfig(ConfigName.ShenBingSkill)
local playerSkill = ConfigManager.GetConfig(ConfigName.PlayerSkill)
local FakeBattleNew = ConfigManager.GetConfig(ConfigName.FakeBattleNew)
local cardPosition=ConfigManager.GetConfig(ConfigName.ChangingCardPosition)
local FEAConfig = require("Modules/Battle/Config/FightEffectAudioConfig")
local lastFightData = nil
local function pairsByKeys(t)
@ -275,19 +276,27 @@ end
function this.PlayerSkillAdapter(MSkillId)
function this.PlayerSkillAdapter(pos,MSkillId)
local skill = {}
local monsterSkill = playerSkill[tonumber(MSkillId)]
for index, skillId in ipairs(monsterSkill.SkillIDList) do
skill[index] = {}
skill[index].effect = this.GetSkillData(tonumber(skillId))
skill[index].triggerId = monsterSkill.ReleasePoint[index]
skill[index].triggerCondition = {0}
if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
skill[index].triggerCondition[k] = v
if index==1 then
skill[index].triggerId = cardPosition[pos].ReleasePoint[1]
skill[index].triggerCondition = cardPosition[pos].ReleaseLimit[1]
else
skill[index].triggerId = monsterSkill.ReleasePoint[index]
if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
skill[index].triggerCondition[k] = v
end
end
end
skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
end
@ -309,37 +318,45 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
skill = {},
property = {},
}
-- 技能
local skills = string.split(pokemonUnit.unitSkillIds, "|")
if skills then
if skills[1] then
local actives=string.split(skills[1], "#")
if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
for i = 1, #actives do
if actives[i] and actives[i]~="" then
local newSkill=this.PlayerSkillAdapter(tonumber(actives[i]))
role.skill[i] = newSkill
end
end
else
if pokemonUnit.position==100 then
LogError("主角技能 pokemonUnit.unitSkillIds=="..pokemonUnit.unitSkillIds)
local skills2 = string.split(pokemonUnit.unitSkillIds, "|")
if skills2 then
for i = 1, #skills2 do
local actives2=string.split(skills2[i], "#")
if actives2 and #actives2>1 then
local newSkill=this.PlayerSkillAdapter(tonumber(actives2[1]),tonumber(actives2[2]))
role.skill[i] = newSkill
end
end
end
else
--灵兽技能
LogError("灵兽技能 pokemonUnit.unitSkillIds=="..pokemonUnit.unitSkillIds)
local skills = string.split(pokemonUnit.unitSkillIds, "|")
if skills then
if skills[1] then
local actives=string.split(skills[1], "#")
for i = 1, #actives do
role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
end
end
end
if skills[2] then
local passs=string.split(skills[2], "#")
local passivityList = {}
for j = 1, #passs do
table.insert(passivityList, tonumber(passs[j]))
if skills[2] then
local passs=string.split(skills[2], "#")
local passivityList = {}
for j = 1, #passs do
table.insert(passivityList, tonumber(passs[j]))
end
role.passivity = this.GetPassivityData(passivityList)
end
role.passivity = this.GetPassivityData(passivityList)
end
end
end
-- 属性
local propertys = string.split(pokemonUnit.property, "#")
LogError("pokemon #propertys=="..#propertys)
for j = 1, #propertys do
role.property[j] = tonumber(propertys[j])
end
@ -452,6 +469,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
end
role.passivity = this.GetPassivityData(passivityList)
end
LogError("#propertys=="..#propertys)
for j = 1, #propertys do
role.property[j] = tonumber(propertys[j])
end

View File

@ -2537,7 +2537,7 @@ local effectList = {
end)
end,
--造成主角[a]*[b]攻击伤害
--a[int 1:等级 2.战斗力],b[int]
--a[int 1:等级 2.战斗力 3.攻击],b[int]
[132] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
@ -2548,13 +2548,15 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
end)
end,
--对目标造成玩家[a]*[b]的伤害,伤害的[c]%转化为生命,治疗生命百分比最[d]的英雄
--a[int 1:等级 2.战斗力],b[int],c[float],d[int 1:低 0:高]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int 1:低 0:高]
[133] = function(caster, target, args, interval, skill)
local type=args[1]
local f1 = args[2]
@ -2566,6 +2568,8 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*f1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
@ -2580,7 +2584,7 @@ local effectList = {
end)
end,
--对目标造成主角[a]*[b]的伤害,并有[c]%概率给目标上[d]类型[e]效果buff持续[f]回合,buff具体参数1 [g]
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int],f[int],g[int]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int],e[int],f[int],g[int]
[134] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
@ -2595,6 +2599,8 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*v1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
@ -2606,7 +2612,7 @@ local effectList = {
end)
end,
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则[e]%概率给目标添加[f]类型[g]效果,持续[h]回合
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[float],f[int],g[int],h[int]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[int],e[float],f[int],g[int],h[int]
[135] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
@ -2622,7 +2628,9 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*v1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
@ -2637,7 +2645,7 @@ local effectList = {
end)
end,
--对目标造成主角[a]*[b]攻击伤害,目标每减少[c]个伤害增加[d]%
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[float]
[136] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
@ -2649,6 +2657,8 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
-- 改变值 = 技能最大目标数 - 当前目标数
local maxNum = skill:GetMaxTargetNum()
@ -2661,7 +2671,7 @@ local effectList = {
end)
end,
--对目标造成主角[a]*[b]攻击伤害,如果击杀目标,随机减少敌方[c]个神将[d]点怒气
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[float]
[137] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
@ -2673,7 +2683,9 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
if target.isDead then
@ -2703,7 +2715,7 @@ local effectList = {
end)
end,
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则伤害改变[e][f]%
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[int],f[float]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[int],e[int],f[float]
[139] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
@ -2717,7 +2729,9 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local add=0
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
if t1==BuffName.DOT then
@ -2732,7 +2746,7 @@ local effectList = {
end)
end,
--造成主角[a]*[b]攻击伤害,概率[c]改变[d]目标[e]点怒气
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int]
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int],e[int]
[140] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
@ -2745,7 +2759,9 @@ local effectList = {
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
elseif type==3 then
value=caster:GetRoleData(RoleDataName.Attack)
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
BattleUtil.RandomAction(p1, function ()

View File

@ -1005,8 +1005,12 @@ function BattleUtil.FinalDamageCountShield(skill, atkRole, defRole, damage, bCri
end
-- 计算无敌盾减伤
damage = BattleUtil.CalAllReduceShield(atkRole, defRole, damage,skill)
if damage < 0 then damage = 0 end
--计算主角增伤
if atkRole.type==BattleUnitType.Monster and atkRole.isPlayer then
damage=floor(damage*(1+atkRole:GetRoleData(RoleDataName.DamageBocusFactor)))
end
if skill and skill.type==BattleSkillType.Special then
skill.owner.superSkillDamage=damage
end

View File

@ -16,12 +16,14 @@ end
function Monster:Init(data)
self.type = BattleUnitType.Monster
self.camp = data.camp
-- if data.position==10 then
-- self.type = BattleUnitType.Player
-- end
self.position = data.position
self.star = data.star
self.isPlayer=false
self.uid= data.id
if data.position==100 then
self.isPlayer = true
end
self.teamDamage=data.teamDamage
self.roleData = data
self.sex=data.sex

View File

@ -354,16 +354,18 @@ end
---检测化身之力红点
function this.CheckPowerBtnRedData(red)
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
if not this.configData.ExpCost then
return false
end
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
if curHaveItemNum >=curCostItemNum then
return true
end
--屏蔽化身之力红点
return false
-- this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
-- if not this.configData.ExpCost then
-- return false
-- end
-- local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
-- local curCostItemNum=this.configData.ExpCost[2]
-- if curHaveItemNum >=curCostItemNum then
-- return true
-- end
-- return false
end
function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
@ -377,6 +379,8 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
level=level+1
end
if changeCardInfo then
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
LogError("cardConfig.Star=="..cardConfig.Star.." star=="..star)
@ -385,8 +389,11 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
end
for k,v in pairs(cardConfig.PlayerPropList) do
propList[v[1]]=v[2]
end
if changeCardInfo then
if star>0 then
if star>=0 then
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",cardConfig.Star,"Level",star)
local startProp
-- if star==1 then
@ -409,6 +416,13 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
end
end
for k,v in pairs(starConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
if level>0 then
@ -420,6 +434,23 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
propList[v[1]]=v[2]
end
end
for k,v in pairs(cardLvConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
if playerConfig and playerConfig.PlayerPropList then
for key, v in pairs(playerConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
end
return propList
@ -433,7 +464,7 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
end
if star>0 then
if star>=0 then
local startProp
-- if star==1 then
-- startProp=cardConfig.Star1UpProps
@ -451,6 +482,14 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
end
end
for k,v in pairs(starConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
if level>0 then
@ -462,7 +501,24 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
propList[v[1]]=v[2]
end
end
for k,v in pairs(cardLvConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
if playerConfig and playerConfig.PlayerPropList then
for key, v in pairs(playerConfig.PlayerPropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
return propList
end

View File

@ -4,6 +4,7 @@ local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local specialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,155).Value
local xiuxian=ConfigManager.GetConfig(ConfigName.XiuXianConfig)
local cardPosition=ConfigManager.GetConfig(ConfigName.ChangingCardPosition)
local curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
local limits=string.split(specialConfig,"#")
local tabs = {}
@ -26,7 +27,9 @@ function IncarnationPanel:InitComponent()
self.btn_left = Util.GetGameObject(self.gameObject,"bg/left")
self.btn_left:SetActive(false)
self.btn_right = Util.GetGameObject(self.gameObject,"bg/right")
self.btn_right:SetActive(false)
self.incarnationPowerBtn = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn")
self.incarnationPowerBtn:SetActive(false)
self.powerBtnRedPoint = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn/redPoint")
self.addBtn = Util.GetGameObject(self.gameObject,"bg/addBtn")
self.helpBtn = Util.GetGameObject(self.gameObject,"bg/helpBtn")
@ -41,7 +44,7 @@ function IncarnationPanel:InitComponent()
self.upLayoutItemList = {}
self.upLayout = Util.GetGameObject(self.gameObject,"bg/upScroll/upLayout")
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
for i = 1,8 do
for i = 1,4 do
self.upLayoutItemList[i] = {}
self.upLayoutItemList[i].go = Util.GetGameObject(self.upLayout,"card"..i)
self.upLayoutItemList[i].btn = Util.GetGameObject(self.upLayoutItemList[i].go,"unLoadBtn")
@ -50,6 +53,8 @@ function IncarnationPanel:InitComponent()
self.upLayoutItemList[i].posImg.sprite=self.spLoader:LoadSprite("r_fxgz_shuzi_"..i)
self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos,"getBtn")
self.upLayoutItemList[i].lv = Util.GetGameObject(self.upLayoutItemList[i].go,"lvText"):GetComponent("Text")
self.upLayoutItemList[i].desTxt = Util.GetGameObject(self.upLayoutItemList[i].go,"desText"):GetComponent("Text")
self.upLayoutItemList[i].desTxt.text=cardPosition[i].Desc
end
self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
@ -70,7 +75,7 @@ function IncarnationPanel:BindEvent()
self:RefreshList(false,true)
end)
end
for i = 1,8 do
for i = 1,4 do
Util.AddClick(self.upLayoutItemList[i].btn, function()
if self.upLayoutData[i] and self.upLayoutData[i].id then
NetManager.UpOrDownTransformationRequest(self.upLayoutData[i].id,i,1,function()
@ -83,7 +88,7 @@ function IncarnationPanel:BindEvent()
end
end)
end
for i = 1,8 do
for i = 1,4 do
Util.AddClick(self.upLayoutItemList[i].getBtn, function()
if self.upLayoutData[i] and self.upLayoutData[i].id then
local pos = self:FindDatasIndexById(self.upLayoutData[i].id)
@ -107,22 +112,22 @@ function IncarnationPanel:BindEvent()
end)
Util.AddClick(self.btn_left, function()
curIndex=curIndex-1
if curIndex==1 then
self.btn_left:SetActive(false)
else
self.btn_right:SetActive(true)
end
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
-- curIndex=curIndex-1
-- if curIndex==1 then
-- self.btn_left:SetActive(false)
-- else
-- self.btn_right:SetActive(true)
-- end
-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
end)
Util.AddClick(self.btn_right, function()
curIndex=curIndex+1
if curIndex==3 then
self.btn_right:SetActive(false)
else
self.btn_left:SetActive(true)
end
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
-- curIndex=curIndex+1
-- if curIndex==3 then
-- self.btn_right:SetActive(false)
-- else
-- self.btn_left:SetActive(true)
-- end
-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
end)
Util.AddClick(self.incarnationPowerBtn, function()
UIManager.OpenPanel(UIName.IncarnationForcePanel)
@ -133,7 +138,7 @@ function IncarnationPanel:BindEvent()
local singData = {}
singData.title = "当前化身总加成"
singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"00FF00")
singData.tip = "总加成包括化身之力提供的属性"
singData.tip ="" --"总加成包括化身之力提供的属性"
table.insert(data,singData)
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
end)
@ -161,7 +166,7 @@ function IncarnationPanel:SetSelectBtn()
end
function IncarnationPanel:RefreshUpLimitLevel()
curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
for i = 1,8 do
for i = 1,4 do
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
end
end
@ -202,7 +207,7 @@ end
function IncarnationPanel:RefreshUpList()
self.upLayoutData = IncarnationManager.GetIncarnationData1()
for i = 1,8 do
for i = 1,4 do
self.upLayoutItemList[i].pos.gameObject:SetActive(false)
self.upLayoutItemList[i].btn.gameObject:SetActive(false)
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
@ -353,7 +358,7 @@ function IncarnationPanel:SetSingleData(go,data,index)
Util.AddOnceClick(self.itemPreList[go].incarnationBtn,function()
if data.state == 1 then
local pos = 0
for i = 1,8 do
for i = 1,4 do
if self.upLayoutData[i] and self.upLayoutData[i].id then
else
pos = i

View File

@ -1,7 +1,7 @@
LoginManager = {};
local this = LoginManager
this.sign = "d13b3e8ef74bf72d8aafce3a1c8672a0"
this.openId = nil
this.openId = ""
this.token = nil
this.IsLogin = false
this.pt_pId = ""