parent
bc3f82e874
commit
fc709ab00e
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@ -3215,9 +3215,6 @@ local effectList = {
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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LogError("attackdamage"..os.date())
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LogError("currentframe"..BattleLogic.CurFrame())
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end)
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end)
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end
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end
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@ -3226,7 +3223,6 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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LogError("attackdamage"..os.date())
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end)
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end)
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end
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end
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@ -3242,6 +3238,34 @@ local effectList = {
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end)
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end)
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end,
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end,
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--为目标添加[a]属性[b]%的御甲
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--a[int],b[float]
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[165] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local v1 = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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BattleUtil.AddBlood(target,val)
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end)
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end,
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--如果目标生命百分比小于等于[a]%,直接斩杀剩余所有血量(御甲无效)
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--a[float]
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[166] = function(caster, target, args, interval, skill)
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local prop = args[1]
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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local curProp=BattleUtil.GetHPPencent(target)
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if curProp>prop then
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return
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end
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BattleUtil.Seckill(skill,caster,target)
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end,
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}
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}
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return effectList
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return effectList
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@ -8697,8 +8697,8 @@ local passivityList = {
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
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end,
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end,
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--[a]数回合,自身释放技能,己方全体神将 [b]属性[c]改变[d]%,持续[e]回合(e:0为永久)
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--[a]数回合,自身释放技能,己方全体神将 [b]属性[c]改变[d]%,持续[e]回合(e:0为永久) [f]属性[g]改变[h]%,持续[i]回合(f,g,h,i不配就不会增加)
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--a[int 1:奇数 0:偶数 ] b[int 属性id], c[int 改变类型], d[float],e[int]
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--a[int 1:奇数 0:偶数 ] b[int 属性id], c[int 改变类型], d[float],e[int], f[int 属性id], g[int 改变类型], h[float],i[int]
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[355]=function(role,args,id,judge)
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[355]=function(role,args,id,judge)
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local type = args[1]
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local type = args[1]
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local pro = args[2]
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local pro = args[2]
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@ -8706,6 +8706,11 @@ local passivityList = {
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local v1 = args[4]
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local v1 = args[4]
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local round = args[5]
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local round = args[5]
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local pro2 = args[6]
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local ct2 = args[7]
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local v2 = args[8]
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local round2 = args[9]
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local isTrigger=false
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local isTrigger=false
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local onSkillCast = function(skill)
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local onSkillCast = function(skill)
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if not skill then
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if not skill then
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@ -8727,6 +8732,9 @@ local passivityList = {
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local list = RoleManager.Query(function(v) return role.camp == v.camp end)
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local list = RoleManager.Query(function(v) return role.camp == v.camp end)
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for _, r in pairs(list) do
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for _, r in pairs(list) do
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r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[pro],v1, ct))
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r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[pro],v1, ct))
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if pro2 and ct2 and v2 and round2 then
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r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round2, BattlePropList[pro2],v2, ct2))
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end
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end
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end
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isTrigger=true
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isTrigger=true
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end
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end
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@ -1879,4 +1879,15 @@ function BattleUtil.CompareValue(v1, v2, comType)
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return v1 <= v2
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return v1 <= v2
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end
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end
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return true
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return true
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end
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function BattleUtil.IsUserDataNull( userData)
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if (userData == nil) then -- 如果 userdata 是 nil,则为空
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return true
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else
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local metatable = getmetatable(userData)
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return metatable == "null_userdata_metatable" -- 否则检查元表
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end
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end
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end
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@ -142,6 +142,9 @@ end
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-- 判断是否命中
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-- 判断是否命中
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function Skill:CheckTargetIsHit(role)
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function Skill:CheckTargetIsHit(role)
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if role == nil then
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return false
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end
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return self.effectCaster:CheckTargetIsHit(role)
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return self.effectCaster:CheckTargetIsHit(role)
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end
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end
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