战斗逻辑
parent
92ccef4f64
commit
66e13d239e
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@ -43,6 +43,24 @@ local function calBuffHit(caster, target, baseRandom)
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return baseRandom
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return baseRandom
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end
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end
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local function clearBuffPredicate(buff, type)
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local flag = false
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if type == 1 then --持续恢复
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flag = buff.type == BuffName.HOT
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elseif type == 2 then --护盾
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flag = buff.type == BuffName.Shield
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elseif type == 3 then --增益状态
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flag = buff.isBuff == true
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elseif type == 4 then --减益状态
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flag = buff.isDeBuff == true
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elseif type == 5 then --持续伤害
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flag = buff.type == BuffName.DOT
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elseif type == 6 then --负面状态(控制状态、减益状态和持续伤害状态)
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flag = buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT
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end
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return flag
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end
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--效果表
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--效果表
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local effectList = {
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local effectList = {
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--造成[a]%的[b]伤害
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--造成[a]%的[b]伤害
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@ -946,27 +964,9 @@ local effectList = {
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[55] = function(caster, target, args, interval)
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[55] = function(caster, target, args, interval)
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local ct = args[1]
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local ct = args[1]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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if ct == 1 then --持续恢复
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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return clearBuffPredicate(buff, ct)
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return buff.type == BuffName.HOT
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end)
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end)
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elseif ct == 2 then --护盾
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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return buff.type == BuffName.Shield
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end)
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elseif ct == 3 then --增益状态
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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return buff.isBuff == true
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end)
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elseif ct == 4 then --减益状态
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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return buff.isDeBuff == true
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end)
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elseif ct == 5 then --持续伤害
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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return buff.type == BuffName.DOT
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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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--造成目标当前生命[a]%的真实伤害,为我方角色回复此技能所有由此效果带来的伤害,平均分配给我方生命最低的[b]个角色。
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--造成目标当前生命[a]%的真实伤害,为我方角色回复此技能所有由此效果带来的伤害,平均分配给我方生命最低的[b]个角色。
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@ -1162,7 +1162,7 @@ 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,[c]的概率附加一层增伤印记,最大[d]层。目标身上每层印记增加此技能[e]%的伤害。【aoe】
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--造成[a]%的[b]伤害,[c]的概率附加一层增伤印记,最大[d]层。目标身上每层印记增加此技能[e]%的伤害。(减益印记,不可驱散)
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--a[float],b[伤害类型],c[float],d[int],e[float]
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--a[float],b[伤害类型],c[float],d[int],e[float]
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[66] = function(caster, target, args, interval)
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[66] = 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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@ -1170,6 +1170,7 @@ local effectList = {
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local f2 = args[3]
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local f2 = args[3]
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local i1 = args[4]
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local i1 = args[4]
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local f3 = args[5]
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local f3 = args[5]
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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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local brand = Buff.Create(caster, BuffName.Brand, 0, "zengshang")
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local brand = Buff.Create(caster, BuffName.Brand, 0, "zengshang")
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brand.maxLayer = i1
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brand.maxLayer = i1
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@ -1543,18 +1544,7 @@ local effectList = {
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BattleUtil.RandomAction(f1, function ()
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BattleUtil.RandomAction(f1, function ()
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local count = 0
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local count = 0
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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local flag = false
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local flag = clearBuffPredicate(buff, ct)
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if ct == 1 then --持续恢复
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flag = buff.type == BuffName.HOT
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elseif ct == 2 then --护盾
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flag = buff.type == BuffName.Shield
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elseif ct == 3 then --增益状态
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flag = buff.isBuff == true
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elseif ct == 4 then --减益状态
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flag = buff.isDeBuff == true
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elseif ct == 5 then --持续伤害
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flag = buff.type == BuffName.DOT
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end
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if flag then
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if flag then
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count = count + 1
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count = count + 1
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end
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end
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@ -1563,7 +1553,7 @@ 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2.5倍攻击)
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--施加[a]的[b]%护盾,持续[c]秒。护盾被击破时,对击破者造成自身最大生命值[d]%的伤害。
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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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@ -1575,11 +1565,8 @@ local effectList = {
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local shield = Buff.Create(caster, BuffName.Shield, f2, val, 0)
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local shield = Buff.Create(caster, BuffName.Shield, f2, val, 0)
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local OnBuffEnd = function(buff)
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local OnBuffEnd = function(buff)
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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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if buff.atk and not buff.atk.isTeam then
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for i=1, #arr do
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BattleUtil.ApplyDamage(target, buff.atk, BattleUtil.FP_Mul(target:GetRoleData(RoleDataName.MaxHp), f3))
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local v1 = BattleUtil.FP_Mul(arr[i]:GetRoleData(RoleDataName.MaxHp), f3)
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local v2 = BattleUtil.FP_Mul(caster:GetRoleData(RoleDataName.Attack),2.5)
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BattleUtil.ApplyDamage(target, arr[i], floor(min(v1, v2)))
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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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@ -1777,18 +1764,7 @@ local effectList = {
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BattleUtil.RandomAction(f2, function ()
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BattleUtil.RandomAction(f2, function ()
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local count = 0
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local count = 0
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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BattleLogic.BuffMgr:ClearBuff(target, function (buff)
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local flag = false
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local flag = clearBuffPredicate(buff, ct)
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if ct == 1 then --持续恢复
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flag = buff.type == BuffName.HOT
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elseif ct == 2 then --护盾
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flag = buff.type == BuffName.Shield
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elseif ct == 3 then --增益状态
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flag = buff.isBuff == true
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elseif ct == 4 then --减益状态
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flag = buff.isDeBuff == true
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elseif ct == 5 then --持续伤害
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flag = buff.type == BuffName.DOT
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end
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if flag then
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if flag then
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count = count + 1
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count = count + 1
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end
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end
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@ -1797,7 +1773,79 @@ 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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end
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end,
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--造成[a]%的[b]伤害,为自己施加一层印记,最大[c]层。(增益印记,不可驱散)(与95使用同一个印记)
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--a[float],b[伤害类型],c[int]
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[94] = function(caster, target, args, interval)
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local f1 = args[1]
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local dt = args[2]
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local i1 = args[3]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(caster, target, dt, f1)
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local brand = Buff.Create(caster, BuffName.Brand, 0, "zengyi")
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brand.maxLayer = i1
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brand.clear = false
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brand.isBuff = true
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caster:AddBuff(brand)
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end)
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end,
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--造成[a]%的[b]伤害,自身每层印记增加此技能[c]%的伤害。(增益印记,不可驱散)(与94使用同一个印记)
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--a[float],b[伤害类型],c[float]
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[95] = function(caster, target, args, interval)
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local f1 = args[1]
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local dt = args[2]
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local f2 = args[3]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
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BattleLogic.WaitForTrigger(interval, function ()
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local layer = 0
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if BattleLogic.BuffMgr:HasBuff(caster, BuffName.Brand, function (buff)
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local b = buff.flag == "zengyi"
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if b then
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layer = buff.layer
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end
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return b
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end) then
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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damagingFunc(-floor(BattleUtil.FP_Mul(f2, layer, damage)))
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end
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caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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BattleUtil.CalDamage(caster, target, dt, f1)
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caster.Event:RemoveEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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else
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BattleUtil.CalDamage(caster, target, dt, f1)
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end
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end)
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end,
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--[b]概率造成[c],每次造成[d]的真实伤害,在[e]秒内造成[f]次伤害。(91,异妖用)(减益,不可驱散)
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--b[float],c[持续伤害状态].d[float],e[int],f[int]
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[96] = function(caster, target, args, interval)
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local f4 = args[1]
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local d1 = args[2]
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local f1 = args[3]
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local f2 = args[4]
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local f3 = args[5]
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BattleLogic.WaitForTrigger(interval, function ()
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local DOT = Buff.Create(caster, BuffName.DOT, f2, f2/f3, d1, 0, f1)
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DOT.clear = false
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DOT.isDeBuff = true
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buffRandomAction(f4, target, DOT)
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end)
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end,
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--[a]概率在[c]秒里总共回复[d]次生命,每次恢复[b]生命。(89,异妖用)(增益,不可驱散)
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--a[float],b[float],c[int],d[int]
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[97] = function(caster, target, args, interval)
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local f4 = args[1]
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local i1 = args[2]
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local f2 = args[3]
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local f3 = args[4]
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BattleLogic.WaitForTrigger(interval, function ()
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local HOT = Buff.Create(caster, BuffName.HOT, f2, f2/f3, i1)
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HOT.clear = false
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HOT.isBuff = true
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buffRandomAction(f4, target, HOT)
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end)
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end,
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}
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}
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return effectList
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return effectList
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@ -1352,5 +1352,46 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting)
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role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting)
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end,
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end,
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--释放技能时,自己损失[a]%当前生命值,为此次技能增加等量伤害。
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--a[float]
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[73] = function(role, args)
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local f1 = args[1]
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local hp=0
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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damagingFunc(-hp)
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end
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local OnSkillCast, OnSkillCastEnd
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OnSkillCast = function(skill)
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hp = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.Hp), f1))
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role.data:SubValue(RoleDataName.Hp, hp)
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role.Event:RemoveEvent(BattleEventName.SkillCast, OnSkillCast)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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role.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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end
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OnSkillCastEnd = function(skill)
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, 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
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role.Event:RemoveEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd)
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role.Event:RemoveEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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end)
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end
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast)
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end,
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--死亡时,为所有我方角色增加[a]%的[b]属性,持续[c]秒。
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--a[float],b[属性],c[int]
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[74] = function(role, args)
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local f1 = args[1]
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local pro = args[2]
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local f2 = args[3]
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local OnDead = function(atkRole)
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local arr = BattleUtil.ChooseTarget(role, 10000)
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for i=1, #arr do
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arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange, f2, propertyList[pro], f1, 2))
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end
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end
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
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end,
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}
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}
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return passivityList
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return passivityList
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Immune = Buff:New()
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Immune = Buff:New()
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local immune0 = function(buff)
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return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT
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end
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local immune1 = function(buff)
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local immune1 = function(buff)
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return buff.type == BuffName.Control
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return buff.type == BuffName.Control
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end
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end
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@ -17,7 +20,9 @@ end
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--初始化后调用一次
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--初始化后调用一次
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function Immune:OnStart()
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function Immune:OnStart()
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--log("Immune:OnStart")
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--log("Immune:OnStart")
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if self.immuneType == 1 then --免疫控制状态
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if self.immuneType == 0 then --免疫负面状态(控制状态、减益状态和持续伤害状态)
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self.target.buffFilter:Add(immune0)
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elseif self.immuneType == 1 then --免疫控制状态
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self.target.buffFilter:Add(immune1)
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self.target.buffFilter:Add(immune1)
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elseif self.immuneType == 2 then --免疫dot
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elseif self.immuneType == 2 then --免疫dot
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self.target.buffFilter:Add(immune2)
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self.target.buffFilter:Add(immune2)
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function Immune:OnEnd()
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function Immune:OnEnd()
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--log("Immune:OnEnd")
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--log("Immune:OnEnd")
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local immune
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local immune
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if self.immuneType == 1 then --免疫控制状态
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if self.immuneType == 0 then --免疫负面状态(控制状态、减益状态和持续伤害状态)
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immune = immune0
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|
elseif self.immuneType == 1 then --免疫控制状态
|
||||||
immune = immune1
|
immune = immune1
|
||||||
elseif self.immuneType == 2 then --免疫dot
|
elseif self.immuneType == 2 then --免疫dot
|
||||||
immune = immune2
|
immune = immune2
|
||||||
|
|
|
@ -7,6 +7,7 @@ function Shield:SetData(...)
|
||||||
self.dmgReboundFactor = ... --伤害反弹系数
|
self.dmgReboundFactor = ... --伤害反弹系数
|
||||||
self.damageSum = 0 --记录承受的伤害
|
self.damageSum = 0 --记录承受的伤害
|
||||||
self.isBuff = true
|
self.isBuff = true
|
||||||
|
self.atk=nil --每次扣除护盾时,记录破盾的对象
|
||||||
end
|
end
|
||||||
|
|
||||||
--初始化后调用一次
|
--初始化后调用一次
|
||||||
|
|
|
@ -152,6 +152,7 @@ end
|
||||||
function BattleUtil.CalShield(atkRole, defRole, damage)
|
function BattleUtil.CalShield(atkRole, defRole, damage)
|
||||||
for i=1, defRole.shield.size do
|
for i=1, defRole.shield.size do
|
||||||
local buff = defRole.shield.buffer[i]
|
local buff = defRole.shield.buffer[i]
|
||||||
|
buff.atk = atkRole
|
||||||
if damage < buff.shieldValue then
|
if damage < buff.shieldValue then
|
||||||
buff.shieldValue = buff.shieldValue - damage
|
buff.shieldValue = buff.shieldValue - damage
|
||||||
buff.damageSum = buff.damageSum + damage
|
buff.damageSum = buff.damageSum + damage
|
||||||
|
|
Loading…
Reference in New Issue