parent
bc3f82e874
commit
fc709ab00e
|
@ -3215,9 +3215,6 @@ local effectList = {
|
|||
BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
|
||||
LogError("attackdamage"..os.date())
|
||||
LogError("currentframe"..BattleLogic.CurFrame())
|
||||
|
||||
end)
|
||||
|
||||
end
|
||||
|
@ -3226,7 +3223,6 @@ local effectList = {
|
|||
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
LogError("attackdamage"..os.date())
|
||||
end)
|
||||
end
|
||||
|
||||
|
@ -3242,6 +3238,34 @@ local effectList = {
|
|||
|
||||
end)
|
||||
end,
|
||||
--为目标添加[a]属性[b]%的御甲
|
||||
--a[int],b[float]
|
||||
|
||||
[165] = function(caster, target, args, interval, skill)
|
||||
|
||||
local pro = args[1]
|
||||
local v1 = args[2]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
|
||||
--如果身上有御甲就添加御甲的值
|
||||
BattleUtil.AddBlood(target,val)
|
||||
end)
|
||||
|
||||
end,
|
||||
--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)
|
||||
--a[float]
|
||||
[166] = function(caster, target, args, interval, skill)
|
||||
local prop = args[1]
|
||||
local isBoss=BattleUtil.CheckIsBoss(target)
|
||||
if isBoss then
|
||||
return
|
||||
end
|
||||
local curProp=BattleUtil.GetHPPencent(target)
|
||||
if curProp>prop then
|
||||
return
|
||||
end
|
||||
BattleUtil.Seckill(skill,caster,target)
|
||||
end,
|
||||
}
|
||||
|
||||
return effectList
|
|
@ -8697,8 +8697,8 @@ local passivityList = {
|
|||
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart,onRoundStart,nil,nil,role)
|
||||
end,
|
||||
|
||||
--[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)
|
||||
--a[int 1:奇数 0:偶数 ] b[int 属性id], c[int 改变类型], d[float],e[int]
|
||||
--[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)
|
||||
--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]
|
||||
[355]=function(role,args,id,judge)
|
||||
local type = args[1]
|
||||
local pro = args[2]
|
||||
|
@ -8706,6 +8706,11 @@ local passivityList = {
|
|||
local v1 = args[4]
|
||||
local round = args[5]
|
||||
|
||||
local pro2 = args[6]
|
||||
local ct2 = args[7]
|
||||
local v2 = args[8]
|
||||
local round2 = args[9]
|
||||
|
||||
local isTrigger=false
|
||||
local onSkillCast = function(skill)
|
||||
if not skill then
|
||||
|
@ -8727,6 +8732,9 @@ local passivityList = {
|
|||
local list = RoleManager.Query(function(v) return role.camp == v.camp end)
|
||||
for _, r in pairs(list) do
|
||||
r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[pro],v1, ct))
|
||||
if pro2 and ct2 and v2 and round2 then
|
||||
r:AddBuff(Buff.Create(role, BuffName.PropertyChange, round2, BattlePropList[pro2],v2, ct2))
|
||||
end
|
||||
end
|
||||
isTrigger=true
|
||||
end
|
||||
|
|
|
@ -1879,4 +1879,15 @@ function BattleUtil.CompareValue(v1, v2, comType)
|
|||
return v1 <= v2
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function BattleUtil.IsUserDataNull( userData)
|
||||
|
||||
if (userData == nil) then -- 如果 userdata 是 nil,则为空
|
||||
return true
|
||||
else
|
||||
local metatable = getmetatable(userData)
|
||||
return metatable == "null_userdata_metatable" -- 否则检查元表
|
||||
end
|
||||
|
||||
end
|
|
@ -142,6 +142,9 @@ end
|
|||
|
||||
-- 判断是否命中
|
||||
function Skill:CheckTargetIsHit(role)
|
||||
if role == nil then
|
||||
return false
|
||||
end
|
||||
return self.effectCaster:CheckTargetIsHit(role)
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue