【战斗】=========被动104 267 319 修改; 战斗显示修改 击杀同时给敌人上buff 不显示buff图标提示(除不灭。死亡技能)

dev_chengFeng
wangzhenxing 2021-07-07 20:29:37 +08:00
parent dad8dbf11b
commit f247221fcc
2 changed files with 42 additions and 27 deletions

View File

@ -1841,11 +1841,12 @@ local passivityList = {
-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)
-- a[int] b[int]
-- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加)无敌盾目标额外添加 [c]点怒气(c不填/填0 不会触发)
-- a[int] b[int] c[int]
[104] = function(role, args,id,judge)
local i1 = args[1]
local num = args[2]
local rageNum = args[3]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
@ -1867,6 +1868,9 @@ local passivityList = {
for i = 1, i1 do
if heros[i] then
heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0))
if rageNum and rageNum~=0 then
BattleUtil.CalRage(role,heros[i],rageNum,CountTypeName.Add)
end
end
end
end
@ -1877,7 +1881,7 @@ local passivityList = {
-- 释放技能后增加友方全体[a]点怒气,是否
-- 释放技能后增加友方全体[a]点怒气
-- a[int]
[105] = function(role, args,id,judge)
local i1 = args[1]
@ -2425,7 +2429,7 @@ local passivityList = {
-- TODO
-- TODO 后端用被动 会在战前显示
-- 全体蜀国武将增加[a]%[b]
-- a[float]b[属性]
-- [129] = {},
@ -5139,7 +5143,6 @@ local passivityList = {
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp, id)
--LogError("笔使用次数:"..num)
num = min(maxNum, num)
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
end,
@ -5839,7 +5842,7 @@ 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 and buff.caster==role and buff.startRound == BattleLogic.GetCurRound() end)
local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.Control, function(buff) return buff.ctrlType == dot end)
if isHave then
BattleUtil.CalRage(role, value, i1, CountTypeName.Sub)
end
@ -6159,6 +6162,7 @@ local passivityList = {
local shieldType = args[3]
local ele =args[4]
local OnBuffEnd=function(buff)
if buff.caster~=role then
return
end
@ -6168,6 +6172,7 @@ local passivityList = {
if shieldType and buff and buff.type==BuffName.Shield and buff.shieldType~=shieldType then
return
end
if buff and not buff.target:IsDead() and buff.type==BuffName.Shield then
local val = floor(BattleUtil.FP_Mul(v1, buff.target:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role,buff.target, val)
@ -7237,22 +7242,27 @@ local passivityList = {
local v2 = args[2]
local OnDead = function(atkRole,skill)
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role end)
local len=#arr
local rage1=role.Rage*v1
if rage1<len*v2 then
rage1=len*v2
end
local num1=floor(rage1/len)
local num2=rage1%len
for i = 1, len do
if i<=num2 then
BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
else
BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
end
end
end
--延时一帧,等所有英雄死亡结束后再执行逻辑
local roleRage=role.Rage
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
local len=#arr
local rage1=roleRage*v1
if rage1<len*v2 then
rage1=len*v2
end
local num1=floor(rage1/len)
local num2=rage1%len
for i = 1, len do
if i<=num2 then
BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
else
BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
end
end
end)
end
role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
end,
--普攻额外回复怒气增加[a]点

View File

@ -366,12 +366,17 @@ function BuffCtrl:OnBuffStart(buff)
else
self:AddBuffEffect(eConfig.Hit)
self:AddBuffEffect(eConfig.Continue, false, eConfig.ContinueOffset)
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
else
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
--一个伤害打死目标同时被上buff 不显示buff提示(除非目标有不灭,死亡技能) change by:wangzhenxing,shihongyi 2021/7/7
if not self.owner.role:IsDead() or not self.owner.role:IsCanDead() or self.owner.role.isHaveNoDead then
if eConfig.DescribeIcon and eConfig.DescribeIcon ~= "" then
self.owner.Floater:ImageBuffFloating(eConfig.DescribeIcon)
else
self.owner.Floater:TextBuffFloating(eConfig.DescColorType, GetLanguageStrById(eConfig.Describe))
end
self:AddBuffIcon(buff, eConfig.Icon)
--else
-- LogError("//////////")
end
self:AddBuffIcon(buff, eConfig.Icon)
end
end