miduo_client/patch.diff

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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?=
=?UTF-8?q?=E6=A0=87=E6=8F=90=E7=A4=BA=E6=8F=90=E4=BA=A4?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../ArtFont/r_zhandou_chengfeng_zh.png | Bin 0 -> 7169 bytes
.../ArtFont/r_zhandou_chengfeng_zh.png.meta | 110 ++++++++++++++++++
.../ArtFont/r_zhandou_nifeng_zh.png | Bin 0 -> 6919 bytes
.../ArtFont/r_zhandou_nifeng_zh.png.meta | 110 ++++++++++++++++++
4 files changed, 220 insertions(+)
create mode 100644 Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_chengfeng_zh.png
create mode 100644 Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_chengfeng_zh.png.meta
create mode 100644 Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_nifeng_zh.png
create mode 100644 Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_nifeng_zh.png.meta
diff --git a/Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_chengfeng_zh.png b/Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_chengfeng_zh.png
new file mode 100644
index 0000000000000000000000000000000000000000..99359e26dce705f055677df863f22ab54c5d5054
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diff --git a/Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_nifeng_zh.png.meta b/Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_nifeng_zh.png.meta
new file mode 100644
index 0000000000..36df4f6e0f
--- /dev/null
+++ b/Assets/ManagedResources/Atlas/FloatingViewAtlas/ArtFont/r_zhandou_nifeng_zh.png.meta
@@ -0,0 +1,110 @@
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+TextureImporter:
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+ borderMipMap: 0
+ mipMapsPreserveCoverage: 0
+ alphaTestReferenceValue: 0.5
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
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+ externalNormalMap: 0
+ heightScale: 0.25
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+ isReadable: 0
+ streamingMipmaps: 0
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+ grayScaleToAlpha: 0
+ generateCubemap: 6
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+ seamlessCubemap: 0
+ textureFormat: 1
+ maxTextureSize: 2048
+ textureSettings:
+ serializedVersion: 2
+ filterMode: 2
+ aniso: -1
+ mipBias: -100
+ wrapU: 1
+ wrapV: 1
+ wrapW: 1
+ nPOTScale: 0
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 1
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: 0.5, y: 0.5}
+ spritePixelsToUnits: 100
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
+ alphaUsage: 1
+ alphaIsTransparency: 1
+ spriteTessellationDetail: -1
+ textureType: 8
+ textureShape: 1
+ singleChannelComponent: 0
+ maxTextureSizeSet: 0
+ compressionQualitySet: 0
+ textureFormatSet: 0
+ platformSettings:
+ - serializedVersion: 2
+ buildTarget: Android
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: 65
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 1
+ androidETC2FallbackOverride: 0
+ - serializedVersion: 2
+ buildTarget: iPhone
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: 56
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 1
+ androidETC2FallbackOverride: 0
+ - serializedVersion: 2
+ buildTarget: DefaultTexturePlatform
+ maxTextureSize: 2048
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ spriteSheet:
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+ physicsShape: []
+ bones: []
+ spriteID: 46235fdc680d302418aad1adc323a17d
+ vertices: []
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+ spritePackingTag: FloatingViewAtlas
+ pSDRemoveMatte: 0
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--
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