BattleUtil = {} --local BattleUtil = BattleUtil local floor = math.floor local max = math.max local min = math.min --local Random = Random --local RoleDataName = RoleDataName --local BattleEventName = BattleEventName BattleUtil.Passivity = require("Modules/Battle/Logic/Base/Passivity") local function clamp(v, minValue, maxValue) if v < minValue then return minValue end if v > maxValue then return maxValue end return v end function BattleUtil.ErrorCorrection(f) --进行精度处理,避免前后端计算不一致 return floor(f * 100000 + 0.5) / 100000 end function BattleUtil.FP_Mul(...) local f = 1 for i, v in ipairs{...} do f = floor(f * v * 100000 + 0.5) / 100000 end if BattleLogic.IsOpenBattleRecord then BattleLogic.RecordMul({...}) end return f end -- 选择前排 function BattleUtil.ChooseFRow(arr) local tempArr = {} for _, r in ipairs(arr) do if r.position <= 3 and not r:IsRealDead() then table.insert(tempArr, r) end end table.sort(tempArr, function(a, b) return a.position < b.position end) return tempArr end -- 选择后排 function BattleUtil.ChooseBRow(arr) local tempArr = {} for _, r in ipairs(arr) do if r.position > 3 and not r:IsRealDead() then table.insert(tempArr, r) end end table.sort(tempArr, function(a, b) return a.position < b.position end) return tempArr end -- 选择一列(col == 0 表示第三列哦) function BattleUtil.ChooseCol(arr, col) local tempArr = {} for _, role in ipairs(arr) do if role.position % 3 == col then table.insert(tempArr, role) end end table.sort(tempArr, function(a, b) return a.position < b.position end) return tempArr end -- 根据属性排序 function BattleUtil.SortByProp(arr, prop, sort) BattleUtil.Sort(arr, function(a, b) local r1 = a:GetRoleData(prop) local r2 = b:GetRoleData(prop) if sort == 1 then return r1 > r2 else return r1 < r2 end end) return arr end -- 按血量排序 function BattleUtil.SortByHpFactor(arr, sort) BattleUtil.Sort(arr, function(a, b) local r1 = a:GetRoleData(RoleDataName.Hp) / a:GetRoleData(RoleDataName.MaxHp) local r2 = b:GetRoleData(RoleDataName.Hp) / b:GetRoleData(RoleDataName.MaxHp) if sort == 1 then return r1 > r2 else return r1 < r2 end end) return arr end -- 获取技能最大目标数 function BattleUtil.GetMaxTargetNum(chooseId) local chooseType = floor(chooseId / 100000) % 10 local chooseLimit = floor(chooseId / 10000) % 10 local chooseWeight = floor(chooseId / 100) % 100 local sort = floor(chooseId / 10) % 10 local num = chooseId % 10 -- if chooseType == 3 or chooseType == 4 then return 1 else if num == 0 then if chooseLimit == 0 then if chooseWeight == 7 then return 4 elseif chooseLimit == 8 then return 1 else return 6 end elseif chooseLimit == 1 or chooseLimit == 2 then return 3 elseif chooseLimit == 3 then return 2 end else return num end end end -- function BattleUtil.ChooseTarget(role, chooseId) local chooseType = floor(chooseId / 100000) % 10 local chooseLimit = floor(chooseId / 10000) % 10 local chooseWeight = floor(chooseId / 100) % 100 local sort = floor(chooseId / 10) % 10 local num = chooseId % 10 local arr -- 选择类型 if chooseType == 1 then arr = RoleManager.Query(function (r) return r.camp == role.camp end) elseif chooseType == 2 then if role.lockTarget and not role.lockTarget:IsRealDead() and num == 1 then --嘲讽时对单个敌军生效 return {role.lockTarget} end arr = RoleManager.Query(function (r) return r.camp ~= role.camp end) elseif chooseType == 3 then if role.ctrl_blind then --致盲时自身变随机友军 arr = RoleManager.Query(function (r) return r.camp == role.camp end) BattleUtil.RandomList(arr) return {arr[1]} end return {role} elseif chooseType == 4 then if role.lockTarget and not role.lockTarget:IsRealDead() then --嘲讽时对仇恨目标生效 return {role.lockTarget} end if role.ctrl_blind then --致盲时仇恨目标变随机 arr = RoleManager.Query(function (r) return r.camp ~= role.camp end) BattleUtil.RandomList(arr) return {arr[1]} end return {RoleManager.GetAggro(role)} else arr = RoleManager.Query() end --选择范围 if chooseLimit == 0 then --选择全体不做任何操作 elseif chooseLimit == 1 then-- 前排 local tempArr = BattleUtil.ChooseFRow(arr) if #tempArr == 0 then -- 没有选择后排 tempArr = BattleUtil.ChooseBRow(arr) end arr = tempArr elseif chooseLimit == 2 then-- 后排 local tempArr = BattleUtil.ChooseBRow(arr) if #tempArr == 0 then -- 没有选择前排 tempArr = BattleUtil.ChooseFRow(arr) end arr = tempArr elseif chooseLimit == 3 then-- 对列 local myCol = role.position % 3 local tempArr = BattleUtil.ChooseCol(arr, myCol) if #tempArr == 0 then -- 对列没有人,按顺序找到有人得列 for i = 1, 3 do local col = i % 3 -- 0 表示第三列嗷 tempArr = BattleUtil.ChooseCol(arr, col) if #tempArr ~= 0 then break end end end arr = tempArr end -- 选择条件 if chooseWeight == 0 or role.ctrl_blind then --致盲时排序无效 BattleUtil.RandomList(arr) elseif chooseWeight == 1 then -- 生命值 BattleUtil.SortByProp(arr, RoleDataName.Hp, sort) elseif chooseWeight == 2 then -- 血量百分比 BattleUtil.SortByHpFactor(arr, sort) elseif chooseWeight == 3 then -- 攻击力 BattleUtil.SortByProp(arr, RoleDataName.Attack, sort) elseif chooseWeight == 4 then -- 防御 BattleUtil.SortByProp(arr, RoleDataName.PhysicalDefence, sort) elseif chooseWeight == 5 then -- 护甲 BattleUtil.SortByProp(arr, RoleDataName.PhysicalDefence, sort) elseif chooseWeight == 6 then -- 魔抗 BattleUtil.SortByProp(arr, RoleDataName.MagicDefence, sort) elseif chooseWeight == 7 then -- 对位及其相邻目标 arr = RoleManager.GetNeighbor(role, chooseType) elseif chooseWeight == 8 then -- 对位 arr = RoleManager.GetArrAggroList(role, arr) -- elseif chooseWeight == 9 then -- 展位距离 -- BattleUtil.Sort(arr, function(a, b) -- local r1 = math.abs(role.position - a.position) * 10 + a.position -- local r2 = math.abs(role.position - b.position) * 10 + b.position -- if sort == 1 then return r1 > r2 else return r1 < r2 end -- end) end local finalArr = {} if num == 0 then finalArr = arr else for i = 1, num do if arr[i] then table.insert(finalArr, arr[i]) end end end return finalArr end function BattleUtil.CreateBuffId(skill, index) local id = 0 if skill.preAI then --主动技能生成buff id = skill.owner.uid * 10000 + index else --被动技能生成buff id = skill.owner.uid * 1000 + index end return id end -- 计算命中率 function BattleUtil.CalHit(atkRole, defRole) --命中率 = clamp(自身命中率-敌方闪避率,0,1) local hit = atkRole:GetRoleData(RoleDataName.Hit) local dodge = defRole:GetRoleData(RoleDataName.Dodge) local bHit = Random.Range01() <= clamp(hit - dodge, 0, 1) if bHit then else atkRole.Event:DispatchEvent(BattleEventName.RoleDodge) defRole.Event:DispatchEvent(BattleEventName.RoleBeDodge) end return bHit end -- 计算护盾 function BattleUtil.CalShield(atkRole, defRole, damage) for i=1, defRole.shield.size do local buff = defRole.shield.buffer[i] damage = buff:CountShield(damage, atkRole) -- buff.atk = atkRole -- if damage < buff.shieldValue then -- buff.shieldValue = buff.shieldValue - damage -- buff.damageSum = buff.damageSum + damage -- return 0 -- else -- buff.damageSum = buff.damageSum + buff.shieldValue -- damage = damage - buff.shieldValue -- buff.shieldValue = 0 -- buff.disperse = true -- end end return damage end -- 秒杀 function BattleUtil.Seckill(skill, atkRole, defRole) local damage = defRole:GetRoleData(RoleDataName.Hp) local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage) if finalDmg >= 0 then if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then defRole:SetDead() defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole) atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole) BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole) atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole) defRole.Event:DispatchEvent(BattleEventName.BeSeckill, atkRole) BattleLogic.Event:DispatchEvent(BattleEventName.Seckill, atkRole, defRole) end atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, false, finalDmg, 0, false, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, false, finalDmg, 0, false, skill) BattleLogic.Event:DispatchEvent(BattleEventName.RoleDamage, atkRole, defRole, damage, false, finalDmg, 0, false, skill) BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeDamaged, defRole, atkRole, damage, false, finalDmg, 0, false, skill) if skill then atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, nil, finalDmg, nil, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, nil, finalDmg, nil, skill) end end end -- 计算真实伤害 function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType) 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 --加入被动效果 local damagingFunc = function(dmgDeduction) damage = damage - dmgDeduction end atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit) defRole.Event:DispatchEvent(BattleEventName.PassiveBeDamaging, damagingFunc, atkRole, damage, skill, dotType, bCrit) BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit) -- 计算护盾减伤 damage = BattleUtil.CalShield(atkRole, defRole, damage) -- 造成的最终伤害 local damagingFunc = function(dmgDeduction) damage = damage - dmgDeduction end atkRole.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, defRole, damage, skill, dotType, bCrit, damageType) defRole.Event:DispatchEvent(BattleEventName.FinalBeDamage, damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType) BattleLogic.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType) -- return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType) end function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType) if damage < 0 then damage = 0 end local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage) if finalDmg >= 0 then if defRole:GetRoleData(RoleDataName.Hp) <= 0 and not defRole:IsDead() then defRole:SetDead() defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole) atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole) BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole) end atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, bCrit, finalDmg, damageType, dotType, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeDamaged, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill) BattleLogic.Event:DispatchEvent(BattleEventName.RoleDamage, atkRole, defRole, damage, bCrit, finalDmg, damageType, dotType, skill) BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeDamaged, defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType, skill) if bCrit then atkRole.Event:DispatchEvent(BattleEventName.RoleCrit, defRole, damage, bCrit, finalDmg, damageType, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeCrit, atkRole, damage, bCrit, finalDmg, damageType, skill) end if skill then atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill) end end return finalDmg end --执行完整的命中,伤害,暴击计算,返回命中,暴击 --skill造成伤害的技能 atkRole攻击者 defRole受击者 damageType伤害类型 baseFactor伤害系数 ignoreDef无视防御参数 dotType是持续伤害类型 function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, ignoreDef, dotType) if atkRole.isTeam and not defRole:IsDead() then --如果是队伍技能,计算真实伤害,则damageType为伤害值 return BattleUtil.ApplyDamage(skill, atkRole, defRole, damageType), false end -- 计算技能额外伤害系数加成 baseFactor = baseFactor or 1 local factorFunc = function(exFactor) baseFactor = baseFactor + exFactor end atkRole.Event:DispatchEvent(BattleEventName.RoleDamageBefore, defRole, factorFunc, damageType, skill) defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedBefore, atkRole, factorFunc, damageType, skill) baseFactor = BattleUtil.ErrorCorrection(baseFactor) local bCrit = false local baseDamage -- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率 local critRandom = Random.Range01() local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit)-defRole:GetRoleData(RoleDataName.Tenacity), 0, 1) bCrit = critRandom <= critCondition bCrit = bCrit or defRole.isFlagCrit == true -- 必定暴击 -- 防御(据伤害类型决定) local defence = 0 if damageType == 1 then --1 物理 2 魔法 defence = defRole:GetRoleData(RoleDataName.PhysicalDefence) else defence = defRole:GetRoleData(RoleDataName.MagicDefence) end -- 攻击力 local attack = atkRole:GetRoleData(RoleDataName.Attack) -- 无视防御系数 ignoreDef = 1 - (ignoreDef or 0) --计算暴击 if bCrit then -- 计算额外暴击伤害 local critDamageFactor = atkRole:GetRoleData(RoleDataName.CritDamageFactor) --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) --计算基础伤害:伤害 = 攻击力 * 暴击伤害系数 - 防御 *(1 - 无视防御系数) baseDamage = max(BattleUtil.FP_Mul(attack, critDamageFactor) - BattleUtil.FP_Mul(0.5, defence, ignoreDef), 0) else baseDamage = max(attack - BattleUtil.FP_Mul(0.5, defence, ignoreDef), 0) end -- 自身属性对应对方的属性伤害减免系数 local elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor if atkRole.element == 1 then elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor elseif atkRole.element == 2 then elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor elseif atkRole.element == 3 then elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor elseif atkRole.element == 4 then elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor elseif atkRole.element == 5 then elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor elseif atkRole.element == 6 then elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor end --伤害 =(基础伤害*(1+己伤害加成-目标伤害减免)*(1+己方属性伤害加成-目标属性伤害减免),10%*己攻) baseDamage = BattleUtil.FP_Mul(baseDamage, baseFactor, 1 + atkRole:GetRoleData(RoleDataName.DamageBocusFactor) - defRole:GetRoleData(RoleDataName.DamageReduceFactor), (1 + atkRole:GetRoleData(RoleDataName.ElementDamageBocusFactor) - defRole:GetRoleData(elementDamageReduceFactor))) --属性克制关系:光暗互克,火克风,风克地,地克水,水克火 -- local atkEle = atkRole.roleData.element -- local defEle = defRole.roleData.element -- local restrain = atkEle == 1 and defEle == 2 or -- atkEle == 4 and defEle == 3 or -- atkEle == 2 and defEle == 4 or -- atkEle == 3 and defEle == 1 or -- atkEle == 5 and defEle == 6 or -- atkEle == 6 and defEle == 5 -- if restrain then -- baseDamage = floor(max(BattleUtil.FP_Mul(1.25, baseDamage), BattleUtil.FP_Mul(0.1, attack))) -- else -- baseDamage = floor(max(baseDamage, BattleUtil.FP_Mul(0.1, attack))) -- end -- 计算 baseDamage = floor(max(baseDamage, BattleUtil.FP_Mul(0.1, attack))) -- 计算额外伤害数值加成 local damageFunc = function(damage) baseDamage = damage end atkRole.Event:DispatchEvent(BattleEventName.RoleDamageAfter, defRole, damageFunc, baseDamage) defRole.Event:DispatchEvent(BattleEventName.RoleBeDamagedAfter, atkRole, damageFunc, baseDamage) local finalDmg = 0 --计算实际造成的扣血 if not defRole:IsRealDead() then finalDmg = BattleUtil.ApplyDamage(skill, atkRole, defRole, baseDamage, bCrit, damageType, dotType) end return finalDmg, bCrit end function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor) if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血 return end targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole) BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor) end function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor) if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血 return end baseFactor = baseFactor or 1 local maxHp = targetRole:GetRoleData(RoleDataName.MaxHp) local hp = targetRole:GetRoleData(RoleDataName.Hp) -- 计算被动对治疗系数的影响 local treatFactorFunc = function(df, dt) baseFactor = BattleUtil.CountValue(baseFactor, df, dt) end castRole.Event:DispatchEvent(BattleEventName.PassiveTreatingFactor, treatFactorFunc, targetRole) targetRole.Event:DispatchEvent(BattleEventName.PassiveBeTreatedFactor, treatFactorFunc, castRole) local factor = castRole.isTeam and 1 or castRole:GetRoleData(RoleDataName.TreatFacter) --释放者为team则不计算治疗加成属性 local factor2 = targetRole:GetRoleData(RoleDataName.CureFacter) local baseTreat = BattleUtil.FP_Mul(value, baseFactor, factor, factor2) --加入被动效果 local cl = {} local function treatingFunc(v, ct) if v then table.insert(cl, {v, ct}) end end -- local treatingFunc = function(exFactor) baseTreat = floor(baseTreat * (exFactor + 1) + 0.5) end castRole.Event:DispatchEvent(BattleEventName.PassiveTreating, treatingFunc, targetRole) targetRole.Event:DispatchEvent(BattleEventName.PassiveBeTreated, treatingFunc, castRole) baseTreat = BattleUtil.CountChangeList(baseTreat, cl) -- 取整 local baseTreat = floor(baseTreat + 0.5) local treat = min(baseTreat, maxHp - hp) 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) end function BattleUtil.RandomAction(rand, action) if Random.Range01() <= rand and action then action() return true end return false end -- function BattleUtil.RandomControl(rand, ctrl, caster, target, round) local cl = {} local function _CallBack(v, ct) if v then table.insert(cl, {v, ct}) end end caster.Event:DispatchEvent(BattleEventName.PassiveRandomControl, _CallBack, ctrl, target) target.Event:DispatchEvent(BattleEventName.PassiveBeRandomControl, _CallBack, ctrl, target) rand = BattleUtil.CountChangeList(rand, cl) return BattleUtil.RandomAction(rand, function() local buff = Buff.Create(caster, BuffName.Control, round, ctrl) target:AddBuff(buff) end) end -- function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage) local cl = {} local dcl = {} local function _CallBack(v, ct, dv, dct) if v then table.insert(cl, {v, ct}) end if dv then table.insert(dcl, {dv, dct}) end end caster.Event:DispatchEvent(BattleEventName.PassiveRandomDot, _CallBack, dot) target.Event:DispatchEvent(BattleEventName.PassiveBeRandomDot, _CallBack, dot) rand = BattleUtil.CountChangeList(rand, cl) damage = BattleUtil.CountChangeList(damage, dcl) return BattleUtil.RandomAction(rand, function() local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage) buff.isRealDamage = true target:AddBuff(buff) end) end function BattleUtil.RandomList(arr) if #arr <= 1 then return end local index for i=#arr, 1, -1 do index = Random.RangeInt(1, i) arr[i], arr[index] = arr[index], arr[i] end end function BattleUtil.Sort(arr, comp) if #arr <= 1 then return arr end for i=1, #arr do for j = #arr, i+1, -1 do if comp(arr[j-1], arr[j]) then arr[j-1], arr[j] = arr[j], arr[j-1] end end end return arr end function BattleUtil.GetPropertyName(type) if type == 1 then return RoleDataName.Strength elseif type == 2 then return RoleDataName.Energy elseif type == 3 then return RoleDataName.Vitality elseif type == 4 then return RoleDataName.Dexterity elseif type == 5 then return RoleDataName.Speed elseif type == 6 then return RoleDataName.PhysicalAttack elseif type == 7 then return RoleDataName.MagicAttack elseif type == 8 then return RoleDataName.PhysicalDefence elseif type == 9 then return RoleDataName.MagicDefence end end function BattleUtil.GetHPPencent(role) return role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) end -- 计算数值 function BattleUtil.CountValue(v1, v2, ct) local v = v1 if ct == 1 then --加算 v = v + v2 elseif ct == 2 then --乘加算(百分比属性加算) v = v * (1 + v2) elseif ct == 3 then --减算 v = v - v2 elseif ct == 4 then --乘减算(百分比属性减算) v = v * (1 - v2) elseif ct == 5 then -- 覆盖 v = v2 end -- 做一个正确性检测 -- v = BattleUtil.ErrorCorrection(v) return v end -- 计算数值改变 function BattleUtil.CountChangeList(v, changeList) local aplist = {} local splist = {} local cplist = {} local fv = v -- 先算绝对值 for _, change in ipairs(changeList) do local cv = change[1] local ct = change[2] if ct then if ct == 1 or ct == 3 then fv = BattleUtil.CountValue(fv, cv, ct) elseif ct == 2 then table.insert(aplist, change) elseif ct == 4 then table.insert(splist, change) elseif ct == 5 then table.insert(cplist, change) end end end -- 加乘(对基数进行加乘) for _, change in ipairs(aplist) do local cv = change[1] local ct = change[2] fv = fv + (BattleUtil.CountValue(v, cv, ct) - v) end -- 减乘(对最终数值进行减乘算) for _, change in ipairs(splist) do local cv = change[1] local ct = change[2] fv = BattleUtil.CountValue(fv, cv, ct) end -- 覆盖 for _, change in ipairs(cplist) do local cv = change[1] local ct = change[2] fv = BattleUtil.CountValue(fv, cv, ct) end return fv end -- 检测技能伤害治疗加乘 function BattleUtil.CheckSkillDamageHeal(f, caster, target) local cl = {} local function _CallBack(v, ct) if v then table.insert(cl, {v, ct}) end end caster.Event:DispatchEvent(BattleEventName.PassiveSkillDamageHeal, _CallBack) target.Event:DispatchEvent(BattleEventName.PassiveBeSkillDamageHeal, _CallBack) f = BattleUtil.CountChangeList(f, cl) return f end -- 检测技能伤害治疗加乘 function BattleUtil.CheckSeckill(bf, kf, caster, target) local bcl = {} local kcl = {} local function _CallBack(bv, bct, kv, kct) if v then if bv and bct then table.insert(bcl, {bv, bct}) end if kv and kct then table.insert(kcl, {kv, kct}) end end end caster.Event:DispatchEvent(BattleEventName.PassiveSeckill, _CallBack) target.Event:DispatchEvent(BattleEventName.PassiveBeSeckill, _CallBack) bf = BattleUtil.CountChangeList(bf, bcl) kf = BattleUtil.CountChangeList(kf, kcl) return bf, kf end