luafight
parent
8b0480c652
commit
2ec9009738
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@ -791,14 +791,14 @@ local effectList = {
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end
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end
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end)
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end)
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end,
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end,
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--造成[a]*[b]%的伤害(真实伤害)(目标最大生命值伤害总上限为施法者5倍攻击)
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--造成[a]*[b]%的伤害(真实伤害)(目标最大生命值伤害总上限为施法者2.5倍攻击)
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--a[属性],b[float]
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--a[属性],b[float]
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[48] = function(caster, target, args, interval)
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[48] = function(caster, target, args, interval)
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local pro = args[1]
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local pro = args[1]
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local d = args[2]
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local d = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.ApplyDamage(caster, target, min(floor(caster:GetRoleData(propertyList[pro])*d), floor(caster:GetRoleData(RoleDataName.Attack)*5)))
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BattleUtil.ApplyDamage(caster, target, min(floor(caster:GetRoleData(propertyList[pro])*d), floor(caster:GetRoleData(RoleDataName.Attack)*2.5)))
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end)
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end)
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end,
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end,
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--造成[a]%的[b]伤害,提升自身下个技能[c]%的伤害
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--造成[a]%的[b]伤害,提升自身下个技能[c]%的伤害
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@ -1222,7 +1222,7 @@ local effectList = {
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end)
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end)
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end
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end
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end,
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end,
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--造成[a]%的[b]伤害,附带持续伤害,每秒造成目标最大生命值[c]%的真实伤害,持续[d]秒。(目标最大生命值伤害总上限为施法者5倍攻击)
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--造成[a]%的[b]伤害,附带持续伤害,每秒造成目标最大生命值[c]%的真实伤害,持续[d]秒。(目标最大生命值伤害总上限为施法者2.5倍攻击)
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--a[float],b[伤害类型],c[float],d[int]
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--a[float],b[伤害类型],c[float],d[int]
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[68] = function(caster, target, args, interval)
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[68] = function(caster, target, args, interval)
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local f1 = args[1]
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local f1 = args[1]
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@ -1232,7 +1232,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, min(floor(target:GetRoleData(RoleDataName.MaxHp)*f2), floor(caster:GetRoleData(RoleDataName.Attack)*5)), 1)
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local dot = Buff.Create(caster, BuffName.DOT, f3, 1, 0, min(floor(target:GetRoleData(RoleDataName.MaxHp)*f2), floor(caster:GetRoleData(RoleDataName.Attack)*2.5)), 1)
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dot.isRealDamage = true
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dot.isRealDamage = true
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target:AddBuff(dot)
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target:AddBuff(dot)
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end)
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end)
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@ -1557,7 +1557,7 @@ local effectList = {
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end)
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end)
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end)
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end)
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end,
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end,
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--施加[a]的[b]%护盾,持续[c]秒。护盾被击破时,对敌方全体造成最大生命值[d]%的伤害。(目标最大生命值伤害总上限为施法者5倍攻击)
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--施加[a]的[b]%护盾,持续[c]秒。护盾被击破时,对敌方全体造成最大生命值[d]%的伤害。(目标最大生命值伤害总上限为施法者2.5倍攻击)
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--a[属性],b[float],c[int],d[float]
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--a[属性],b[float],c[int],d[float]
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[84] = function(caster, target, args, interval)
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[84] = function(caster, target, args, interval)
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local pro1 = args[1]
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local pro1 = args[1]
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@ -1570,7 +1570,7 @@ local effectList = {
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if buff == shield and buff.framePass < buff.frameDuration then --护盾被击破
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if buff == shield and buff.framePass < buff.frameDuration then --护盾被击破
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local arr = BattleUtil.ChooseTarget(target, 20000)
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local arr = BattleUtil.ChooseTarget(target, 20000)
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for i=1, #arr do
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for i=1, #arr do
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BattleUtil.ApplyDamage(target, arr[i], min(floor(arr[i]:GetRoleData(RoleDataName.MaxHp)*f3), caster:GetRoleData(RoleDataName.Attack)*5))
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BattleUtil.ApplyDamage(target, arr[i], min(floor(arr[i]:GetRoleData(RoleDataName.MaxHp)*f3), caster:GetRoleData(RoleDataName.Attack)*2.5))
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end
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end
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end
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end
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end
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end
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@ -993,7 +993,7 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleHit, OnDamage)
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role.Event:AddEvent(BattleEventName.RoleHit, OnDamage)
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end,
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end,
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--造成暴击时,额外造成目标最大生命值[a]%的伤害。(目标最大生命值伤害总上限为施法者5倍攻击)
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--造成暴击时,额外造成目标最大生命值[a]%的伤害。(目标最大生命值伤害总上限为施法者2.5倍攻击)
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--a[float]
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--a[float]
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[56] = function(role, args)
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[56] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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@ -1004,7 +1004,7 @@ local passivityList = {
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if lastTrigger > 1 then --加入限定避免循环触发
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if lastTrigger > 1 then --加入限定避免循环触发
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return
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return
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end
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end
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BattleUtil.ApplyDamage(role, defRole, math.min(floor(defRole:GetRoleData(RoleDataName.MaxHp) * f1), floor(role:GetRoleData(RoleDataName.Attack)*5)))
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BattleUtil.ApplyDamage(role, defRole, math.min(floor(defRole:GetRoleData(RoleDataName.MaxHp) * f1), floor(role:GetRoleData(RoleDataName.Attack)*2.5)))
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lastTrigger = 0
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lastTrigger = 0
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end
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end
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role.Event:AddEvent(BattleEventName.RoleCrit, OnRoleCrit)
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role.Event:AddEvent(BattleEventName.RoleCrit, OnRoleCrit)
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@ -1242,7 +1242,7 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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end,
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end,
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--造成暴击时,额外造成目标最大生命值[a]%的伤害。造成伤害时,有[a]的概率立即造成攻击[b]%的伤害,该伤害造成的暴击伤害不会触发额外最大生命值伤害。(效果55+效果56)(目标最大生命值伤害总上限为施法者5倍攻击)
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--造成暴击时,额外造成目标最大生命值[a]%的伤害。造成伤害时,有[a]的概率立即造成攻击[b]%的伤害,该伤害造成的暴击伤害不会触发额外最大生命值伤害。(效果55+效果56)(目标最大生命值伤害总上限为施法者2.5倍攻击)
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--a[float],b[float],c[float]
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--a[float],b[float],c[float]
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[69] = function(role, args)
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[69] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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@ -1256,7 +1256,7 @@ local passivityList = {
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return
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return
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end
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end
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if bCrit then
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if bCrit then
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BattleUtil.ApplyDamage(role, defRole, math.min(floor(defRole:GetRoleData(RoleDataName.MaxHp) * f1), floor(role:GetRoleData(RoleDataName.Attack)*5)))
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BattleUtil.ApplyDamage(role, defRole, math.min(floor(defRole:GetRoleData(RoleDataName.MaxHp) * f1), floor(role:GetRoleData(RoleDataName.Attack)*2.5)))
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else
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else
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BattleUtil.RandomAction(f2, function ()
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BattleUtil.RandomAction(f2, function ()
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BattleUtil.ApplyDamage(role, defRole, floor(role:GetRoleData(RoleDataName.Attack) * f3))
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BattleUtil.ApplyDamage(role, defRole, floor(role:GetRoleData(RoleDataName.Attack) * f3))
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@ -169,8 +169,9 @@ function BattleLogic.StartOrder()
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enemyTeamSkillList[i]=nil
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enemyTeamSkillList[i]=nil
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end
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamSkill do
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamSkill do
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enemyTeamSkillList[i] = skillPool:Get()
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local skill = skillPool:Get()
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enemyTeamSkillList[i]:Init(enemyTeamDummyRole, fightData.enemyData[BattleLogic.CurOrder].teamSkill[i], 0)
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skill:Init(enemyTeamDummyRole, fightData.enemyData[BattleLogic.CurOrder].teamSkill[i], 0)
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enemyTeamSkillList[skill.cd] = skill
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end
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end
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive do
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for i=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive do
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for j=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive[i] do
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for j=1, #fightData.enemyData[BattleLogic.CurOrder].teamPassive[i] do
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