From 5fb384e96f6ea99c6ccdd3a49a405f668b9e89cf Mon Sep 17 00:00:00 2001 From: lvxinran Date: Thu, 1 Apr 2021 15:14:08 +0800 Subject: [PATCH] =?UTF-8?q?=E6=88=98=E6=96=97=E5=90=8C=E6=AD=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Battle/Logic/Base/EffectCaster.lua | 40 ++--- .../Modules/Battle/Logic/Base/Passivity.lua | 154 ++++++++++++++---- 2 files changed, 143 insertions(+), 51 deletions(-) diff --git a/luafight/Modules/Battle/Logic/Base/EffectCaster.lua b/luafight/Modules/Battle/Logic/Base/EffectCaster.lua index 9569e7b85..200c990ce 100644 --- a/luafight/Modules/Battle/Logic/Base/EffectCaster.lua +++ b/luafight/Modules/Battle/Logic/Base/EffectCaster.lua @@ -42,7 +42,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill) e.args[i] = eff.args[i] end - -- 检测被动技能对技能参数的影响 + -- ⱻܶԼܲӰ local function _PassiveCheck(pe) if pe then e = pe @@ -60,7 +60,7 @@ end function EffectCaster:takeEffect(caster, target, effects, effectIndex, duration, skill) for k=1, #effects do - -- 如果不是第一个效果对列的第一个效果则判断是否命中 + -- ǵһЧеĵһЧжǷ if k ~= 1 and effectIndex == 1 then if self:CheckTargetIsHit(target) then self:DoEffect(caster, target, effects[k], duration, skill) @@ -76,25 +76,25 @@ function EffectCaster:ChooseTarget() -- self.effectTargets = {} self.targetIsHit = {} - -- 先计算出技能的目标 + -- ȼܵĿ for i=1, #self.effectList do - -- 是否重新选择目标 + -- ǷѡĿ local isReTarget = true if self.targets and self.targets[i] then self.effectTargets[i] = self.targets[i] - -- 判断是否有有效目标 + -- жǷЧĿ for _, role in ipairs(self.effectTargets[i]) do if not role:IsRealDead() then isReTarget = false end end end - -- 重新选择目标 + -- ѡĿ if isReTarget then local effectGroup = self.effectList[i] local chooseId = effectGroup.chooseId self.effectTargets[i] = BattleUtil.ChooseTarget(self.skill.owner, chooseId) - -- 检测被动对攻击目标的影响 + -- ⱻԹĿӰ if i == 1 then local function _PassiveTarget(targets) self.effectTargets[i] = targets @@ -105,19 +105,19 @@ function EffectCaster:ChooseTarget() end end --- 释放技能 --- func 技能释放完成回调 +-- ͷż +-- func ͷɻص function EffectCaster:Cast() - -- 选择目标 + -- ѡĿ self:ChooseTarget() - -- 对目标造成相应的效果 + -- ĿӦЧ for i=1, #self.effectList do local effectGroup = self.effectList[i] local chooseId = effectGroup.chooseId local arr = self.effectTargets[i] if arr and #arr > 0 then - -- 效果延迟1帧生效 + -- Чӳ1֡Ч BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function() local effects = effectGroup.effects local weight = math.floor(chooseId % 10000 / 100) @@ -125,10 +125,10 @@ function EffectCaster:Cast() if count == 0 then count = #arr end - -- 全部同时生效 + -- ȫͬʱЧ for j=1, count do if arr[j] and not arr[j]:IsRealDead() then - -- 检测是否命中 + -- Ƿ if i == 1 then self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.skill.owner, arr[j],self.skill) end @@ -140,7 +140,7 @@ function EffectCaster:Cast() end end --- 遍历技能命中目标 +-- Ŀ function EffectCaster:ForeachTargets(func) local targets = self:GetDirectTargets() for _, role in ipairs(targets) do @@ -150,7 +150,7 @@ function EffectCaster:ForeachTargets(func) end end --- 获取直接选择目标Id +-- ȡֱѡĿId function EffectCaster:GetDirectChooseId() local effectGroup = self.effectList[1] local chooseId = effectGroup.chooseId @@ -158,12 +158,12 @@ function EffectCaster:GetDirectChooseId() end --- 获取技能的直接目标,和策划规定第一个效果的目标为直接效果目标,(包含miss的目标) +-- ȡֱܵĿ꣬Ͳ߻涨һЧĿΪֱЧĿ,(missĿ) function EffectCaster:GetDirectTargets() return self.effectTargets[1] end --- 获取直接目标,不包含miss的目标,可能为空 +-- ȡֱĿ꣬missĿ꣬Ϊ function EffectCaster:GetDirectTargetsNoMiss() local list = {} for _, role in ipairs(self.effectTargets[1]) do @@ -174,7 +174,7 @@ function EffectCaster:GetDirectTargetsNoMiss() return list end --- 获取技能目标最大人数 +-- ȡĿ function EffectCaster:GetMaxTargetNum() local mainEffect = self.effectList[1] if not mainEffect then @@ -183,7 +183,7 @@ function EffectCaster:GetMaxTargetNum() return BattleUtil.GetMaxTargetNum(mainEffect.chooseId) end --- 判断是否命中 +-- жǷ function EffectCaster:CheckTargetIsHit(role) return self.targetIsHit[role] end diff --git a/luafight/Modules/Battle/Logic/Base/Passivity.lua b/luafight/Modules/Battle/Logic/Base/Passivity.lua index f2f1a2864..1e465777d 100644 --- a/luafight/Modules/Battle/Logic/Base/Passivity.lua +++ b/luafight/Modules/Battle/Logic/Base/Passivity.lua @@ -1839,27 +1839,34 @@ local passivityList = { - -- 释放技能后给除自己外己方生命最少的武将附加无敌盾持续[b]回合(只剩自己则不加) - --b[属性] + -- 释放技能后给除自己外己方生命最少的[a]名武将附加无敌盾持续[b]回合(只剩自己则不加) + -- a[int] b[int] [104] = function(role, args,id,judge) local i1 = args[1] + local num = args[2] -- 释放技能后 local onSkillEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return end + local heros={} if skill.type == BattleSkillType.Special then local list = RoleManager.Query(function(v) return v.camp == role.camp end) BattleUtil.SortByHpFactor(list, 1) local target = nil for i = 1, #list do if not list[i]:IsRealDead() and list[i] ~= role then - target = list[i] - break + -- target = list[i] + table.insert(heros,list[i]) + -- break end end - if target then - target:AddBuff(Buff.Create(role, BuffName.Shield, i1, ShieldTypeName.AllReduce, 0, 0)) + if heros then + for i = 1, i1 do + if heros[i] then + heros[i]:AddBuff(Buff.Create(role, BuffName.Shield, num, ShieldTypeName.AllReduce, 0, 0)) + end + end end end end @@ -2733,7 +2740,7 @@ local passivityList = { end, - -- 战斗第[a]回合无敌 + -- 战斗第开始无敌[a]回合 -- a[int] [141] = function(role, args) local i1 = args[1] @@ -2742,6 +2749,7 @@ local passivityList = { -- 第i1回合开始 if curRound == i1 then buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0) + buff.cover = false buff.clear = false role:AddBuff(buff) end @@ -3115,7 +3123,7 @@ local passivityList = { role.Event:AddEvent(BattleEventName.RoleHit, onHit) end, - -- 复活友方第[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% + -- 复活友方[a]位阵亡的英雄并回复其[b]%的生命每场战斗触发[c]次;复活的如果是[d]阵营,回复[e]% -- a[int]b[float]c[int] d[int] e[float] (d,e不配就不会额外回复) [154] = function(role, args) local i1 = args[1] @@ -3134,7 +3142,7 @@ local passivityList = { f1=v1 end counter = counter + 1 - if counter == i1 then + if counter <= i1 then deadRole:SetRelive(f1) end end @@ -3188,10 +3196,11 @@ local passivityList = { role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) end, - -- 释放技能后回复当前本方阵容最靠前武将[a]点怒气 - -- a[int] + -- 释放技能后回复当前本方阵容最靠前[a]名武将[b]点怒气 + -- a[int] b[int] [158] = function(role, args,id,judge) local i1 = args[1] + local num = args[2] local onSkillCastEnd = function(skill) if skill and not skill.isTriggerJudge and judge==1 then return @@ -3201,10 +3210,14 @@ local passivityList = { table.sort(list, function(a, b) return a.position < b.position end) + local aaa = 0 for i= 1, #list do if list[i] and not list[i]:IsRealDead() then - BattleUtil.CalRage(role, list[i], i1, CountTypeName.Add) - break + BattleUtil.CalRage(role, list[i], num, CountTypeName.Add) + aaa=aaa+1 + if aaa==i1 then + break + end end end end @@ -3930,7 +3943,7 @@ local passivityList = { -- 检测技能伤害治疗加成 local f = BattleUtil.CheckSkillDamageHeal(f1, role, target) -- 治疗自己 - BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(finalDmg * f))) + BattleUtil.ApplyTreat(role, role, floor(BattleUtil.ErrorCorrection(damage * f))) end end role.Event:AddEvent(BattleEventName.RoleHit, onHit) @@ -4759,18 +4772,40 @@ local passivityList = { end, -- 大闹天宫胜利次数 - [225] = function(role, args) + [225] = function(role, args,id,judge) --王振兴添加 local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.WinTimes) - + local num = OutDataManager.GetOutData(role.camp,id) num = min(maxNum, num) + if num==0 then + return + end + local hp=0 + local hp2=0 + --如果提升的是血量上限 + if pro1==12 then + hp = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) + end BattleUtil.AddProp(role, pro1, f1 * num, ct1) - + --如果提升的是血量上限 + if pro1==12 then + hp2 = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) + local pro=hp-hp2 + local treat= floor(BattleUtil.ErrorCorrection(role:GetRoleData(RoleDataName.MaxHp)*pro)) + role.data:AddValue(RoleDataName.Hp, treat) + BattleLogManager.Log( + "Final Treat", + "acamp", role.camp, + "apos", role.position, + "tcamp", role.camp, + "tpos", role.position, + "value", treat + ) + end end, -- 斩杀生命低于[a]的敌人 @@ -4962,7 +4997,7 @@ local passivityList = { -- 猎妖之路专属 -- 根据同时拥有夜明珠的数量获得效果:2个:[c]改变[a]的[b];3个:[f]改变[d]的[e];4个:[i]改变[g]的[h] -- a[float],b[属性],c[改变类型],d[float],e[属性],f[改变类型],g[float],h[属性],i[改变类型] - [237] = function(role, args) + [237] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -4974,7 +5009,7 @@ local passivityList = { local ct3 = args[9] - local num = OutDataManager.GetOutData(role.camp, OutDataName.DarkGlowBallNum) + local num = OutDataManager.GetOutData(role.camp,id) if num >= 2 then BattleUtil.AddProp(role, pro1, f1, ct1) end @@ -4988,7 +5023,7 @@ local passivityList = { -- 猎妖之路专属 -- 在大闹天空的第[a]层中,我方武将[d]改变[b]的[c],[g改变[e]的[f] -- a[位置],b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型] - [238] = function(role, args) + [238] = function(role, args,id,judge) local flr = args[1] local f1 = args[2] local pro1 = args[3] @@ -4997,7 +5032,7 @@ local passivityList = { local pro2 = args[6] local ct2 = args[7] - if OutDataManager.GetOutData(role.camp, OutDataName.DaNaoTianGongFloor) == flr then + if OutDataManager.GetOutData(role.camp,id) == flr then BattleUtil.AddProp(role, pro1, f1, ct1) BattleUtil.AddProp(role, pro2, f2, ct2) end @@ -5005,7 +5040,7 @@ local passivityList = { -- 猎妖之路专属 -- 每有一件紫色品质以上的战利品,我方武将[d]改变[b]的[c],[g改变[e]的[f],最多[h]层 -- b[float],c[属性],d[改变类型],e[float],f[属性],g[改变类型],h[int] - [239] = function(role, args) + [239] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] @@ -5015,7 +5050,7 @@ local passivityList = { local maxNum = args[7] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.OrangeGloryItemNum) + OutDataManager.GetOutData(role.camp, OutDataName.RedGloryItemNum) + local num = OutDataManager.GetOutData(role.camp, id) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) BattleUtil.AddProp(role, pro2, f2 * num, ct2) @@ -5023,15 +5058,15 @@ local passivityList = { -- 猎妖之路专属 -- 每使用一次神秘药水,我方武将[c]改变[a]的[b],最多[d]层 -- a[float],b[属性],c[改变类型],d[int] - [240] = function(role, args) + [240] = function(role, args,id,judge) local f1 = args[1] local pro1 = args[2] local ct1 = args[3] local maxNum = args[4] -- 紫+橙 - local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes) - + local num = OutDataManager.GetOutData(role.camp, id) + --LogError("笔使用次数:"..num) num = min(maxNum, num) BattleUtil.AddProp(role, pro1, f1 * num, ct1) end, @@ -5844,16 +5879,19 @@ local passivityList = { end role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging) end, - -- 战斗第回合概率无敌,回合数每增加1,概率是之前的[a] - -- a[float] + -- 战斗第[a]回合开始概率无敌,回合数每增加1,概率是之前的[b] + -- a[int] b[float] [272] = function(role, args) local i1 = args[1] + local p1 =args[2] local buff=nil local isTrigger=true BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound) local pro=0 - if curRound>0 then - pro=i1^(curRound-1) + if curRound>i1 then + pro=p1^(curRound-i1) + else + pro=1 end if isTrigger then local isAdd=BattleUtil.RandomAction(pro, function () @@ -6699,5 +6737,59 @@ local passivityList = { end BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit) end, + --英雄[a],附加的[b]种类[c]类型buff,持续时间改变[d][e]回合 + --a[int],b[int buff类型],c[int type类型],d[int 改变类型],e[int] + [306] = function(role, args) + local id = args[1] + local tp1 = args[2] + local tp2 = args[3] + local ct = args[4] + local round = args[5] + local OnBuffCaster = function(buff) + if not buff then + return + end + if buff.type~=tp1 then + return + end + if role.roleId~=id then + return + end + if buff.type == BuffName.PropertyChange then + if buff.changeType~=tp2 then + return + end + elseif buff.type==BuffName.Control then + if buff.ctrlType~=tp2 then + return + end + elseif buff.type== BuffName.DOT then + if buff.damageType~=tp2 then + return + end + elseif buff.type== BuffName.HOT then + + elseif buff.type== BuffName.Shield then + if buff.shieldType~=tp2 then + return + end + elseif buff.type== BuffName.Immune then + if buff.immuneType~=tp2 then + return + end + end + + if ct == 1 then --加算 + buff.duration = buff.duration + round + elseif ct == 2 then --乘加算(百分比属性加算) + buff.duration = buff.duration * (1 + round) + elseif ct == 3 then --减算 + buff.duration = buff.duration - round + elseif ct == 4 then --乘减算(百分比属性减算) + buff.duration = buff.duration * (1 - round) + end + end + role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster) + end, } return passivityList