战斗逻辑

back_recharge
lvxinran 2019-10-24 15:24:18 +08:00
parent d254b2793b
commit b2404f1326
5 changed files with 89 additions and 33 deletions

View File

@ -181,7 +181,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if target.roleData.professionId == i1 then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -304,7 +304,7 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
local d, crit = BattleUtil.CalDamage(caster, target, dt, f1)
if crit then
target.sp = target.sp + floor(f2 * BattleLogic.GameFrameRate)
caster:AddSkillCD(f2, 3)
end
end)
end,
@ -343,7 +343,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.Control, function (buff) return i1 == 0 or buff.ctrlType == i1 end) then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -373,7 +373,7 @@ local effectList = {
local f2 = args[4]
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -388,7 +388,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.HOT, function (buff) return true end) then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -457,7 +457,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -479,7 +479,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, d, target)
BattleLogic.WaitForTrigger(d, function ()
if target.roleData.professionId == pt then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -785,7 +785,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if target.roleData.professionId == pt then
BattleUtil.CalDamage(caster, target, dt, f1+f3, f2)
BattleUtil.CalDamage(caster, target, dt, f1*(1+f3), f2)
else
BattleUtil.CalDamage(caster, target, dt, f1)
end
@ -1131,7 +1131,7 @@ local effectList = {
end)
local OnPassiveDamaging = function(damagingFunc, defRole, damage)
damagingFunc(-floor((1 + f2 * factor) * damage))
damagingFunc(-floor(f2*factor*damage))
end
caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
BattleUtil.CalDamage(caster, target, dt, f1)
@ -1186,7 +1186,12 @@ local effectList = {
end
return b
end) then
BattleUtil.CalDamage(caster, target, dt,f1 + (1+layer)*f3)
local OnPassiveDamaging = function(damagingFunc, defRole, damage)
damagingFunc(-floor(f3*layer*damage))
end
caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
BattleUtil.CalDamage(caster, target, dt, f1)
caster.Event:RemoveEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
else
BattleUtil.CalDamage(caster, target, dt, f1)
end
@ -1252,7 +1257,7 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
local factor = 1 - BattleUtil.GetHPPencent(caster)
local OnPassiveDamaging = function(damagingFunc, defRole, damage)
damagingFunc(-floor((1 + f2 * factor) * damage))
damagingFunc(-floor(f2*factor*damage))
end
caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
BattleUtil.CalDamage(caster, target, dt, f1)
@ -1312,11 +1317,13 @@ local effectList = {
BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff)
if buff.duration > 0 and buff.frameInterval > 0 then
local remainFrame = buff.frameDuration - buff.framePass
local remainCount = floor(remainFrame / buff.frameInterval)
local remainCount = floor(remainFrame / buff.frameInterval)+1
buff.disperse = true
target.exCalDmgList:Add(function(damage) return damage * remainCount end)
BattleUtil.CalDamage(buff.caster, buff.target, buff.damagePro, buff.damageFactor,0, true)
target.exCalDmgList:Remove(target.exCalDmgList.size)
if buff.caster and not buff.caster.isTeam then
buff.caster.exCalDmgList:Add(function(damage) return damage * remainCount end)
BattleUtil.CalDamage(buff.caster, buff.target, buff.damagePro, buff.damageFactor,0, true)
buff.caster.exCalDmgList:Remove(buff.caster.exCalDmgList.size)
end
end
return true
end)
@ -1365,7 +1372,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, interval, target)
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.Shield, function (buff) return true end) then
f1 = f1 + f2
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(caster, target, dt, f1)
end)
@ -1736,7 +1743,12 @@ local effectList = {
BattleLogic.WaitForTrigger(interval, function ()
local dmg, crit = BattleUtil.CalDamage(caster, target, dt, f4)
if crit then
buffRandomAction(f3, target, Buff.Create(caster, BuffName.PropertyChange, f2, propertyList[pro1], f1, ct))
BattleUtil.RandomAction(f3, function ()
local arr = BattleUtil.ChooseTarget(caster, 10001)
for i=1, #arr do
arr[i]:AddBuff(Buff.Create(caster, BuffName.PropertyChange, f2, propertyList[pro1], f1, ct))
end
end)
end
end)
end,

View File

@ -965,10 +965,10 @@ local passivityList = {
local f1 = args[1]
local f2 = args[2]
local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
if atkRole.isTeam then
return
end
BattleUtil.RandomAction(f1, function ()
if atkRole.isTeam then
return
end
atkRole:AddBuff(Buff.Create(role, BuffName.Control, f2, 1))
end)
end
@ -991,7 +991,7 @@ local passivityList = {
end)
lastTrigger = 0
end
role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage)
role.Event:AddEvent(BattleEventName.RoleHit, OnDamage)
end,
--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
--a[float]
@ -1069,14 +1069,15 @@ local passivityList = {
auraBuff.interval = f1
BattleLogic.BuffMgr:AddBuff(role, auraBuff)
end,
--我方生命最低的其他角色受到技能攻击后,自身[a]的概率对攻击者造成攻击[b]%的伤害,并造成[c],持续[d]秒。若自身处于沉默或眩晕状态,则不会触发。播放攻击特效,特效时间[e]秒。
--a[float],b[float],c[控制状态],d[int],e[float]
--我方生命最低的其他角色受到技能攻击后,自身[a]的概率对攻击者造成攻击[b]%的[c]伤害,并造成[d],持续[e]秒。若自身处于沉默或眩晕状态,则不会触发。播放攻击特效,特效时间[f]秒。
--a[float],b[float],c[伤害类型],d[控制状态],e[int],f[float]
[60] = function(role, args)
local f1 = args[1]
local f2 = args[2]
local ct = args[3]
local f3 = args[4]
local f4 = args[5]
local dt = args[3]
local ct = args[4]
local f3 = args[5]
local f4 = args[6]
local triggerUid = {}
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged, function (defRole, atkRole, damage, bCrit, finalDmg, damageType, isDot)
@ -1101,7 +1102,7 @@ local passivityList = {
role.Event:DispatchEvent(BattleEventName.RoleViewBullet, f4, atkRole)
BattleLogic.WaitForTrigger(f4, function ()
triggerUid[atkRole.uid] = atkRole.uid
BattleUtil.ApplyDamage(role, atkRole, floor(role:GetRoleData(RoleDataName.Attack) * f2))
BattleUtil.CalDamage(role, atkRole, dt, f2)
atkRole:AddBuff(Buff.Create(role, BuffName.Control, f3, ct))
triggerUid[atkRole.uid] = nil
end)
@ -1265,5 +1266,44 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage)
end,
--击杀每个敌人会永久增加[a]%的[b],持续[c]秒。0表示永久不可驱散
--a[float],b[属性],c[int]
[70] = function(role, args)
local f1 = args[1]
local pro = args[2]
local f2 = args[3]
local OnKill = function(defRole)
local buff = Buff.Create(role, BuffName.PropertyChange, f2, propertyList[pro], f1, 2)
buff.cover = true
buff.clear = false
role:AddBuff(buff)
end
role.Event:AddEvent(BattleEventName.RoleKill, OnKill)
end,
--受击后,[a]对攻击者造成自身[c]%的[d]伤害。
--a[float],c[float],d[伤害类型]
[71] = function(role, args)
local f1 = args[1]
local f2 = args[2]
local dt = args[3]
local lastTrigger = 0
local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
if atkRole.isTeam then
return
end
lastTrigger = lastTrigger + 1
if lastTrigger > 1 then --加入限定避免循环触发
return
end
BattleUtil.RandomAction(f1, function ()
BattleUtil.CalDamage(role, atkRole, dt, f2)
end)
lastTrigger = 0
end
role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
end,
}
return passivityList

View File

@ -43,8 +43,8 @@ local stageFrame2 = 30 * BattleLogic.GameFrameRate --中期转后期的时间点
local curStageFrame
local teamSkillCastTime = {7 * BattleLogic.GameFrameRate,
25 * BattleLogic.GameFrameRate,
55 * BattleLogic.GameFrameRate}
22 * BattleLogic.GameFrameRate,
45 * BattleLogic.GameFrameRate}
local teamSkillCastIndex
local maxFrame --战斗最大用时,超时判负
@ -453,10 +453,12 @@ end
function BattleLogic.GetNeighbor(role, chooseType)
local posList = {}
local target = chooseType == 1 and role or BattleLogic.GetAggro(role)
local list = BattleUtil.ChooseTarget(target, 10000)
for i=1, #list do
if not list[i].isDead and math.abs(posDic[target.position] - posDic[list[i].position]) <= 1 then
table.insert(posList, list[i])
if target then
local list = BattleLogic.Query(function (r) return r.camp == target.camp end)
for i=1, #list do
if not list[i].isDead and math.abs(posDic[target.position] - posDic[list[i].position]) <= 1 then
table.insert(posList, list[i])
end
end
end
return posList

View File

@ -30,6 +30,7 @@ BattleEventName = {
RoleBeDodge = indexAdd(),
RoleDodge = indexAdd(),
RoleDead = indexAdd(),
RoleKill = indexAdd(),
RoleRevive = indexAdd(),
RolePropertyChanged = indexAdd(),
RoleCDChanged = indexAdd(),

View File

@ -193,6 +193,7 @@ function BattleUtil.ApplyDamage(atkRole, defRole, damage, bCrit, damageType, isD
defRole.isDead = true
BattleLogic.BuffMgr:ClearBuff(defRole)
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
end