From 178ba22181767db0adb0229812a3e12191804257 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Wed, 23 Aug 2023 16:33:16 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=E6=97=B6=E7=A9=BA?= =?UTF-8?q?=E5=A5=B3=E5=84=BF=E5=9B=BD=E7=8E=8B=20=E6=96=B0=E8=8B=B1?= =?UTF-8?q?=E9=9B=84=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/BattleManager.lua | 2 +- .../~Lua/Modules/Battle/Logic/Base/Effect.lua | 50 +++++ .../Modules/Battle/Logic/Base/Passivity.lua | 198 ++++++++++++++++++ .../Modules/Battle/Logic/Buff/BreakArmor.lua | 2 +- .../Modules/Battle/Logic/Misc/BattleUtil.lua | 56 +++++ .../Modules/Battle/Logic/Role/RoleLogic.lua | 8 + .../~Lua/Modules/Battle/Logic/Role/Skill.lua | 2 + 7 files changed, 316 insertions(+), 2 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 05cdd0cd1b..15e7b84b84 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -142,7 +142,7 @@ function this.GetPassivityData(passivityList) for i = 1, #passivityList do local passiveId = tonumber(passivityList[i]) if passiveId then - LogError("passiveId======================"..passiveId) + --LogError("passiveId======================"..passiveId) local cfg = PassiveSkillLogicConfig[passiveId] -- 判断技能是否在战斗中生效 if cfg and cfg.EffectiveRange == 1 then diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 4aedc7a261..1b24d9fd0d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -3137,6 +3137,56 @@ local effectList = { target:AddBuff(Buff.Create(caster, BuffName.Control, round, ctrType)) end) end, + -- --己方场上人数 < 地方人数,对[a]目标选择[b]属性[c]%的法术伤害并附加逆风效果,不低于对[d]目标选择[e]属性[f]%的御甲并附加乘风效果。 + -- [160] = function(caster, target, args, interval, skill) + -- local c1 = args[1]--持续回合数 + -- local p1 = args[2]--控制类型 + -- local v1 = args[3] + -- local c2 = args[4] + -- local p1 = args[5] + -- local v2 = args[6] + -- BattleLogic.WaitForTrigger(interval, function () + -- local myArr = RoleManager.Query(function (r) return r.camp == caster.camp end) + -- local enArr = RoleManager.Query(function (r) return r.camp ~= caster.camp end) + -- if #myArr< #enArr then + -- local arr1 = BattleUtil.ChooseTarget(caster, c1) + -- for i=1, #arr1 do + -- BattleUtil.CalDamage(skill, caster,arr1[i], v1,1) + -- end + + -- else + + -- end + -- end) + -- end, + + --添加一个[a]印记,持续[b]回合 + --a[int]:7逆风风 8:顺风风 + [160] = function(caster, target, args, interval, skill) + local type = args[1] + local round= args[2] + BattleLogic.WaitForTrigger(interval, function () + if type==7 and caster.sunTime>=caster.sunMaxTime then + return + end + if type==8 and caster.niTime>=caster.niMaxTime then + return + end + target:AddBuff(Buff.Create(caster, BuffName.BreakArmor, round,type)) + end) + end, + --为目标添加[a]属性[b]%的御甲 + --a[int],b[float] + [161] = 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, } return effectList \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 4c96111ba1..162c436965 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12414,5 +12414,203 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.PassiveRandomControl, onPassiveRandomControl,nil,nil,role) end, + --己方场上人数 < 敌方人数,技能id为[a],不低于地方人数,技能id为[b],技能附带的buff生效次数为[c] + --a[int],b[int],c[int] + [471] = function(role, args) + local skill1 = args[1] + local skill2 = args[2] + local time = args[3] + role.sunMaxTime=time + role.niMaxTime=time + --检测自身技能 + local checkRoleSkill=function() + local myArr = RoleManager.Query(function (r) return r.camp == role.camp end) + local enArr = RoleManager.Query(function (r) return r.camp ~= role.camp end) + if #myArr< #enArr then + role.superSkill=BattleUtil.GetSkillData(skill1,0) + else + role.superSkill=BattleUtil.GetSkillData(skill2,0) + end + end + + local onSkillCast = function(role) + checkRoleSkill() + end + role.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillCast,nil,nil,role) + + + local OnSkillCastEnd = function(skill) + if skill.id==skill1 then + role.sunTime=role.sunTime+1 + elseif skill.id==skill2 then + role.niTime=role.niTime+1 + end + end + role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role) + + end, + -- 顺风/逆风最大次数[a]改变[b]次 + --a[int 改变类型], b[int] + [472] = function(role, args) + local ct = args[1] + local time = args[2] + role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct) + role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct) + end, + -- 处于[a]效果[b]状态的目标, 释放技能后自身改变[c][d]点怒气, + -- a[int buff大类型],b[int buff小类型],c[int 改变类型],d[int] + [473] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local ct = args[3] + local v1 = args[4] + + -- 释放技能后 + local onSkillEnd = function(skill) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then + return + end + if BattleLogic.BuffMgr:HasBuff(skill.caster, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + BattleUtil.CalRage(role, skill.caster, v1, ct) + end + + end + BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role) + end, + + -- 处于[a]效果[b]状态的目标,行动前有[c]%概率,无法行动 + -- a[int buff大类型],b[int buff小类型],c[float] + [474] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local v1 = args[3] + + -- 释放技能后 + local onSkillEnd = function(skiller) + skiller.notAction=false + if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + BattleUtil.RandomAction(v1, function() + skiller.notAction=true + end) + end + + end + BattleLogic.Event:AddEvent(BattleEventName.oleTurnStart, onSkillEnd,nil,nil,role) + end, + + -- 处于[a]效果[b]状态的目标,行动前有[c]%概率额外行动一次 + -- a[int buff大类型],b[int buff小类型],c[float] + [475] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local v1 = args[3] + + -- 释放技能后 + local onSkillEnd = function(skiller) + skiller.notAction=false + if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + BattleUtil.RandomAction(v1, function() + BattleLogic.InsertSkillRole(skiller) + end) + end + + end + BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role) + end, + + -- [a]效果[b]状态的buff消失时,有[c]%概率额外行动一次 + -- a[int buff大类型],b[int buff小类型],c[float] + [476] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local v1 = args[3] + + local OnBuffEnd=function(buff) + if buff.type~= t1 and buff.signType~=t2 then + return + end + if buff.caster~=role then + return + end + BattleUtil.RandomAction(v1, function() + BattleLogic.InsertSkillRole(role) + end) + end + BattleLogic.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd,nil,nil,role) + end, + + -- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,受到的伤害[e]改变[f]%,伤害类型[g] + --a[int],b[int],c[int 1:大于 2:小于],d[int], e[改变类型]f[float],g[int 0:所有伤害 1:直接伤害 2:间接伤害 ] + [477] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local cp = args[3] + local num= args[4] + local ct = args[5] + local f1 = args[6] + local type = args[7] + local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if cp==1 and defRole.Rage<=num then + return + end + if cp==2 and defRole.Rage>=num then + return + end + + if type==1 and not skill then + return + end + + if type==2 and skill then + return + end + if BattleLogic.BuffMgr:HasBuff(defRole, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct))) + if func then func(dmgDeduction) end + end + end + BattleLogic.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging,nil,nil,role) + end, + -- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,造成的伤害[e]改变[f]%,伤害类型[g] + --a[int],b[int],c[int 1:大于 2:小于],d[int], e[改变类型]f[float],g[int 0:所有伤害 1:直接伤害 2:间接伤害 ] + [478] = function(role, args,id,judge) + local t1 = args[1] + local t2 = args[2] + local cp = args[3] + local num= args[4] + local ct = args[5] + local f1 = args[6] + local type = args[7] + local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType) + if skill and not skill.isTriggerJudge and judge==1 then + return + end + if cp==1 and defRole.Rage<=num then + return + end + if cp==2 and defRole.Rage>=num then + return + end + + if type==1 and not skill then + return + end + + if type==2 and skill then + return + end + if BattleLogic.BuffMgr:HasBuff(atkRole, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct))) + if func then func(dmgDeduction) end + end + end + BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveBeDamaging,nil,nil,role) + end, } return passivityList \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BreakArmor.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BreakArmor.lua index b8d993c008..b1f4dc932c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BreakArmor.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/BreakArmor.lua @@ -2,7 +2,7 @@ BreakArmor = Buff:New() --初始化Buff,通过传入一些自定义参数控制成长相关的数值 function BreakArmor:SetData(...) - self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视 6.机械猴子标记 + self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视 6.机械猴子标记 7.逆风 8.顺风 self.signValue1, self.signValue2=... -- 刷新排序等级 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index ce2d0a289a..5e92dbd279 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -298,6 +298,62 @@ function BattleUtil.GetMaxTargetNum(chooseId) end end + +function BattleUtil.GetSkillData(skillId,skinId) + local skillConfig=ConfigManager.TryGetConfigData(ConfigName.SkillLogicConfig,skillId) + if not skillId or not skillConfig then + return + end + local skill = {skillId} + --skill = {skillId, 命中时间, 持续时间, 伤害次数, {目标id1, 效果1, 效果2, ...},{目标id2, 效果3, 效果4, ...}, ...} + --效果 = {效果类型id, 效果参数1, 效果参数2, ...} + + local target = skillConfig.Target + local effectList = skillConfig.Effect + local effectArgsList = skillConfig.EffectValue + + local eid = BattleManager.GetCombatIdBySkin(skillId, skinId or 0) + local EffectCombat = ConfigManager.TryGetConfigData(ConfigName.CombatControl,eid) + skill[1] = skillId + skill[2] = EffectCombat.KeyFrame/1000 + skill[3] = EffectCombat.SkillDuration/1000 + skill[4] = EffectCombat.SkillNumber + + local index = 1 + for i = 1, #effectList do + local effectGroup = { target[i][1] } -- 效果目标 + for j = 1, #effectList[i] do + local effect = { effectList[i][j] } -- 效果Id + for k = 1, #effectArgsList[index] do + effect[k + 1] = effectArgsList[index][k] -- 效果参数 + end + effectGroup[j + 1] = effect + index = index + 1 + end + skill[i + 4] = effectGroup + end + return skill +end + +-- 获取技能表现id +function BattleUtil.GetCombatIdBySkin(skillId, skinId) + local skillConfig=ConfigManager.TryGetConfigData(ConfigName.SkillLogicConfig,skillId) + local effectIds = skillConfig.SkillDisplay + local eid=0 + local skin = skinId or 0 + if effectIds then + for i = 1, #effectIds do + if effectIds[i][1] == skin then + eid=effectIds[i][2] + end + end + end + if eid==0 then + eid=effectIds[1][2] + end + return eid +end + -- function BattleUtil.ChooseTarget(role, chooseId,queryType) local chooseType = floor(chooseId / 100000) % 10 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index 898e3f754d..c04d1748dc 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -92,6 +92,7 @@ function RoleLogic:Init(uid, data, position) self.ctrl_chaos = false --混乱 self.deadFilter = true -- 控制死亡,置为false则角色暂时无法死亡 self.isSuppress = false + self.notAction = false --无法行动 self.isExile = false --是否放逐 self.reliveFilter = true -- 控制复活的标志位,置为false角色将不再享受复活效果 self.reliveHPF = 1 @@ -109,6 +110,10 @@ function RoleLogic:Init(uid, data, position) self.isNormalAttackAddRage=true --普攻是否回复怒气 self.curMainTarget=nil --当前主目标 self.isAllBurn = false --是否视敌方全体为燃烧 + self.sunTime = 0 --顺风次数 + self.sunMaxTime = 0 + self.niTime = 0 --逆风次数 + self.niMaxTime = 0 self.suppressTime = 0 --被压制的次数 self.passiveList = {} if data.passivity and #data.passivity > 0 then @@ -454,6 +459,9 @@ function RoleLogic:IsAvailable(skill) if self.ctrl_palsy and self.Rage < self.SuperSkillRage then return false end + if self.notAction then + return false + end return true end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua index 782387bf74..0058f43a23 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/Skill.lua @@ -27,6 +27,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg self.targets={} self.skillDamage=0 self.AttactScale = 0 --用于追加的技能,设定其伤害的比例 + self.effectiveTime = 0 --顺风/逆风生效次数 if isTriggerJudge~=nil then self.isTriggerJudge=isTriggerJudge else @@ -153,6 +154,7 @@ function Skill:EndSkill() self.isTriggePassivity=false self.triggerPassivityId={} self.skillDamage=0 + self.effectiveTime = 0 if self.castDoneFunc then self.castDoneFunc() end self.targets={} end) -- 2.39.1.windows.1 From 4205ce3afc862d83e947c5e43d13813f30d650e2 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Thu, 24 Aug 2023 10:27:30 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8474=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Passivity.lua | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 162c436965..930243a245 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12498,7 +12498,7 @@ local passivityList = { end end - BattleLogic.Event:AddEvent(BattleEventName.oleTurnStart, onSkillEnd,nil,nil,role) + BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role) end, -- 处于[a]效果[b]状态的目标,行动前有[c]%概率额外行动一次 -- 2.39.1.windows.1 From 461029ab5036b6b6022fcfb236f3e572d64c7655 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Thu, 24 Aug 2023 14:48:59 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=E6=88=98=E6=96=97battleutil=20?= =?UTF-8?q?=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 5e92dbd279..7daa137b17 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -312,7 +312,7 @@ function BattleUtil.GetSkillData(skillId,skinId) local effectList = skillConfig.Effect local effectArgsList = skillConfig.EffectValue - local eid = BattleManager.GetCombatIdBySkin(skillId, skinId or 0) + local eid = BattleUtil.GetCombatIdBySkin(skillId, skinId or 0) local EffectCombat = ConfigManager.TryGetConfigData(ConfigName.CombatControl,eid) skill[1] = skillId skill[2] = EffectCombat.KeyFrame/1000 -- 2.39.1.windows.1 From d28ca0a5fbc51c0146ca5d4290091adfeac58db9 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Thu, 24 Aug 2023 18:20:04 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=E6=96=B0=E8=8B=B1=E9=9B=84?= =?UTF-8?q?=E8=A2=AB=E5=8A=A8=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Modules/Battle/Logic/Base/Passivity.lua | 19 ++++++++++++------- .../~Lua/Modules/Battle/Logic/BattleLogic.lua | 14 ++++++++++---- 2 files changed, 22 insertions(+), 11 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 930243a245..0912f1c1c8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12473,12 +12473,15 @@ local passivityList = { if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then return end - if BattleLogic.BuffMgr:HasBuff(skill.caster, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then - BattleUtil.CalRage(role, skill.caster, v1, ct) + if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除 + BattleUtil.CalRage(role, skill.owner, v1, ct) + end) + end end - BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd,nil,nil,role) + BattleLogic.Event:AddEvent(BattleEventName.SkillCast, onSkillEnd,nil,nil,role) end, -- 处于[a]效果[b]状态的目标,行动前有[c]%概率,无法行动 @@ -12535,7 +12538,7 @@ local passivityList = { if buff.caster~=role then return end - BattleUtil.RandomAction(v1, function() + BattleUtil.RandomAction(1, function() BattleLogic.InsertSkillRole(role) end) end @@ -12552,8 +12555,10 @@ local passivityList = { local ct = args[5] local f1 = args[6] local type = args[7] + local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType) if skill and not skill.isTriggerJudge and judge==1 then + return end if cp==1 and defRole.Rage<=num then @@ -12575,7 +12580,7 @@ local passivityList = { if func then func(dmgDeduction) end end end - BattleLogic.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging,nil,nil,role) + BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveBeDamaging,nil,nil,role) end, -- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,造成的伤害[e]改变[f]%,伤害类型[g] --a[int],b[int],c[int 1:大于 2:小于],d[int], e[改变类型]f[float],g[int 0:所有伤害 1:直接伤害 2:间接伤害 ] @@ -12591,10 +12596,10 @@ local passivityList = { if skill and not skill.isTriggerJudge and judge==1 then return end - if cp==1 and defRole.Rage<=num then + if cp==1 and atkRole.Rage<=num then return end - if cp==2 and defRole.Rage>=num then + if cp==2 and atkRole.Rage>=num then return end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index 838f975f0d..7486682a37 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -28,6 +28,7 @@ local allEnemyDamage=0 local levelStarRecord local hardStageId =0 local insertSkillRole=nil +local insertSkillRoleList=nil --是否开启战斗日志 BattleLogic.IsOpenBattleRecord = false --逻辑帧频 @@ -60,6 +61,7 @@ function BattleLogic.Init(data, _userData, maxRound) userData = _userData hardStageId=data.nodeId insertSkillRole=nil + insertSkillRoleList={} BattleLogic.CurOrder = 0 BattleLogic.TotalOrder = #data.enemyData BattleLogic.Clear() @@ -321,7 +323,7 @@ function BattleLogic.TurnRound(debugTurn) --轮数变化后延时0.2秒用于初始化监听回合数被动的初始化 BattleLogic.WaitForTrigger(0.5,function() -- 切换阵营 - if not insertSkillRole then + if #insertSkillRoleList==0 and insertSkillRole==nil then CurCamp = (CurCamp + 1) % 2 end BattleLogic.CheckBattleLogic() @@ -345,8 +347,10 @@ function BattleLogic.CheckBattleLogic() local SkillRole local lastPos --如果有插入行动的英雄,就先让插入的英雄行动 - if insertSkillRole then + if insertSkillRoleList and #insertSkillRoleList>0 then + insertSkillRole=insertSkillRoleList[1] SkillRole =insertSkillRole + table.removebyvalue(insertSkillRoleList,insertSkillRole) insertSkillRole=nil --记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行 lastPos=CurSkillPos[CurCamp] @@ -430,8 +434,10 @@ end --检测是否有插入得英雄 function BattleLogic.CheckHaveInsertRole() - if insertSkillRole then + if insertSkillRoleList and #insertSkillRoleList>0 then + insertSkillRole=insertSkillRoleList[1] local SkillRole=insertSkillRole + table.removebyvalue(insertSkillRoleList,insertSkillRole) insertSkillRole=nil -- 如果找不到下一个人,直接交换阵营 if not SkillRole then @@ -497,7 +503,7 @@ function BattleLogic.WaitForTrigger(delayTime, action) end function BattleLogic.InsertSkillRole(role) - insertSkillRole=role + table.insert(insertSkillRoleList,role) end function BattleLogic.CurFrame() -- 2.39.1.windows.1 From 4cbe612e03b4b8afd064cd8e49cfdecf810107e8 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Thu, 24 Aug 2023 18:21:09 +0800 Subject: [PATCH] =?UTF-8?q?=E6=96=B0=E8=8B=B1=E9=9B=84=20buff=E5=9B=BE?= 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assetBundleName: + assetBundleVariant: -- 2.39.1.windows.1 From 91c292a809a0b3098da3e1e9e4be81128fae886a Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Fri, 25 Aug 2023 11:49:56 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8475=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Passivity.lua | 1 - 1 file changed, 1 deletion(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 0912f1c1c8..1d9cb348ee 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12513,7 +12513,6 @@ local passivityList = { -- 释放技能后 local onSkillEnd = function(skiller) - skiller.notAction=false if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then BattleUtil.RandomAction(v1, function() BattleLogic.InsertSkillRole(skiller) -- 2.39.1.windows.1 From d9778dbae429db4f447fcd7571651e2589f87ff7 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Fri, 25 Aug 2023 16:03:57 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8?= =?UTF-8?q?=E4=BF=AE=E6=94=B9=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Buff.lua | 1 + .../Modules/Battle/Logic/Base/Passivity.lua | 29 ++++++++++++++----- .../Battle/Logic/Misc/BattleDefine.lua | 1 + 3 files changed, 24 insertions(+), 7 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua index 47112c3197..ae66a6d895 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Buff.lua @@ -370,6 +370,7 @@ function BuffManager:Update() buff:OnEnd() buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff) BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff) + BattleLogic.Event:DispatchEvent(BattleEventName.BuffBeClear, buff) putBuff(buff) buffList:Remove(index) else diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 1d9cb348ee..ecb6652b42 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12473,11 +12473,11 @@ local passivityList = { if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then return end - if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then + if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) + return buff.caster == role and buff.signType == t2 end) then BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除 BattleUtil.CalRage(role, skill.owner, v1, ct) end) - end end @@ -12493,13 +12493,17 @@ local passivityList = { -- 释放技能后 local onSkillEnd = function(skiller) - skiller.notAction=false + --skiller.notAction=false if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then BattleUtil.RandomAction(v1, function() skiller.notAction=true end) end + local onTurnEnd = function(turner) + turner.notAction= false + end + skiller.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd,nil,nil,role) end BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role) end, @@ -12511,16 +12515,25 @@ local passivityList = { local t2 = args[2] local v1 = args[3] + local triggerRole={} -- 释放技能后 local onSkillEnd = function(skiller) + if BattleUtil.ChecklistIsContainValue(triggerRole,skiller) then + return + end if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then BattleUtil.RandomAction(v1, function() BattleLogic.InsertSkillRole(skiller) + table.insert(triggerRole,skiller) end) end end BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role) + + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,function(curRound) + triggerRole={} + end) end, -- [a]效果[b]状态的buff消失时,有[c]%概率额外行动一次 @@ -12531,17 +12544,19 @@ local passivityList = { local v1 = args[3] local OnBuffEnd=function(buff) - if buff.type~= t1 and buff.signType~=t2 then + + if buff.caster~=role then return end - if buff.caster~=role then + if buff.type~= t1 or buff.signType~=t2 then return end - BattleUtil.RandomAction(1, function() + + BattleUtil.RandomAction(v1, function() BattleLogic.InsertSkillRole(role) end) end - BattleLogic.Event:AddEvent(BattleEventName.BuffEnd, OnBuffEnd,nil,nil,role) + BattleLogic.Event:AddEvent(BattleEventName.BuffBeClear, OnBuffEnd,nil,nil,role) end, -- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,受到的伤害[e]改变[f]%,伤害类型[g] diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index dad5d3fa06..b947cec061 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -144,6 +144,7 @@ BattleEventName = { BuffTrigger = indexAdd(), BuffBeAdd=indexAdd(), BuffEnd = indexAdd(), + BuffBeClear = indexAdd(), BuffCountChange = indexAdd(), BuffCover = indexAdd(), BuffRoundChange = indexAdd(), -- 2.39.1.windows.1 From 0d6566c725148b5b03c4f535c240a40ba24742a3 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Fri, 25 Aug 2023 17:14:55 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8472=E4=BF=AE?= =?UTF-8?q?=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Passivity.lua | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index ecb6652b42..b4157a45ad 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12454,8 +12454,13 @@ local passivityList = { [472] = function(role, args) local ct = args[1] local time = args[2] - role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct) - role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct) + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) + -- 第i1回合开始 + if curRound == 1 then + role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct) + role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct) + end + end) end, -- 处于[a]效果[b]状态的目标, 释放技能后自身改变[c][d]点怒气, -- a[int buff大类型],b[int buff小类型],c[int 改变类型],d[int] @@ -12473,8 +12478,8 @@ local passivityList = { if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then return end - if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) - return buff.caster == role and buff.signType == t2 end) then + --local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==caster and buff.type==t1 and buff.damageType==t2 end) + if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.caster == role and buff.signType == t2 end) then BattleLogic.WaitForTrigger(2, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除 BattleUtil.CalRage(role, skill.owner, v1, ct) end) -- 2.39.1.windows.1 From 47edf3b630b2ad42840b9bd85a963fc16a5d6136 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Fri, 25 Aug 2023 18:32:56 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=E8=A2=AB=E5=8A=A8?= =?UTF-8?q?477=20478=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Base/Passivity.lua | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index b4157a45ad..104c58a54e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -12580,6 +12580,9 @@ local passivityList = { return end + if defRole==nil or defRole.Rage==nil then + return + end if cp==1 and defRole.Rage<=num then return end @@ -12615,6 +12618,9 @@ local passivityList = { if skill and not skill.isTriggerJudge and judge==1 then return end + if atkRole==nil or atkRole.Rage==nil then + return + end if cp==1 and atkRole.Rage<=num then return end -- 2.39.1.windows.1 From 595487091ba9f35fc4d7b2ed01b7c808154c6f00 Mon Sep 17 00:00:00 2001 From: wangzhenxing <1545929779@qq.com> Date: Fri, 25 Aug 2023 18:58:32 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3Dbattlelogic=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/BattleLogic.lua | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index 7486682a37..f556910c3c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -350,7 +350,8 @@ function BattleLogic.CheckBattleLogic() if insertSkillRoleList and #insertSkillRoleList>0 then insertSkillRole=insertSkillRoleList[1] SkillRole =insertSkillRole - table.removebyvalue(insertSkillRoleList,insertSkillRole) + table_removebyvalue(insertSkillRoleList,insertSkillRole) + --table.removebyvalue(insertSkillRoleList,insertSkillRole) insertSkillRole=nil --记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行 lastPos=CurSkillPos[CurCamp] @@ -437,7 +438,8 @@ function BattleLogic.CheckHaveInsertRole() if insertSkillRoleList and #insertSkillRoleList>0 then insertSkillRole=insertSkillRoleList[1] local SkillRole=insertSkillRole - table.removebyvalue(insertSkillRoleList,insertSkillRole) + --table.removebyvalue(insertSkillRoleList,insertSkillRole) + table_removebyvalue(insertSkillRoleList,insertSkillRole) insertSkillRole=nil -- 如果找不到下一个人,直接交换阵营 if not SkillRole then -- 2.39.1.windows.1