战斗逻辑
parent
d254b2793b
commit
b2404f1326
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@ -181,7 +181,7 @@ 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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if target.roleData.professionId == i1 then
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if target.roleData.professionId == i1 then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -304,7 +304,7 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local d, crit = BattleUtil.CalDamage(caster, target, dt, f1)
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local d, crit = BattleUtil.CalDamage(caster, target, dt, f1)
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if crit then
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if crit then
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target.sp = target.sp + floor(f2 * BattleLogic.GameFrameRate)
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caster:AddSkillCD(f2, 3)
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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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@ -343,7 +343,7 @@ 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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if BattleLogic.BuffMgr:HasBuff(target, BuffName.Control, function (buff) return i1 == 0 or buff.ctrlType == i1 end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.Control, function (buff) return i1 == 0 or buff.ctrlType == i1 end) then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -373,7 +373,7 @@ local effectList = {
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local f2 = args[4]
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local f2 = args[4]
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -388,7 +388,7 @@ 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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if BattleLogic.BuffMgr:HasBuff(target, BuffName.HOT, function (buff) return true end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.HOT, function (buff) return true end) then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -457,7 +457,7 @@ 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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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -479,7 +479,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, d, target)
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, d, target)
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BattleLogic.WaitForTrigger(d, function ()
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BattleLogic.WaitForTrigger(d, function ()
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if target.roleData.professionId == pt then
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if target.roleData.professionId == pt then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -785,7 +785,7 @@ 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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if target.roleData.professionId == pt then
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if target.roleData.professionId == pt then
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BattleUtil.CalDamage(caster, target, dt, f1+f3, f2)
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BattleUtil.CalDamage(caster, target, dt, f1*(1+f3), f2)
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else
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else
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end
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end
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@ -1131,7 +1131,7 @@ local effectList = {
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end)
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end)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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damagingFunc(-floor((1 + f2 * factor) * damage))
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damagingFunc(-floor(f2*factor*damage))
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end
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end
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caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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@ -1186,7 +1186,12 @@ local effectList = {
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end
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end
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return b
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return b
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end) then
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end) then
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BattleUtil.CalDamage(caster, target, dt,f1 + (1+layer)*f3)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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damagingFunc(-floor(f3*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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else
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end
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end
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@ -1252,7 +1257,7 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local factor = 1 - BattleUtil.GetHPPencent(caster)
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local factor = 1 - BattleUtil.GetHPPencent(caster)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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local OnPassiveDamaging = function(damagingFunc, defRole, damage)
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damagingFunc(-floor((1 + f2 * factor) * damage))
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damagingFunc(-floor(f2*factor*damage))
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end
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end
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caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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caster.Event:AddEvent(BattleEventName.PassiveDamaging, OnPassiveDamaging)
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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@ -1312,11 +1317,13 @@ local effectList = {
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BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff)
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BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff)
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if buff.duration > 0 and buff.frameInterval > 0 then
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if buff.duration > 0 and buff.frameInterval > 0 then
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local remainFrame = buff.frameDuration - buff.framePass
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local remainFrame = buff.frameDuration - buff.framePass
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local remainCount = floor(remainFrame / buff.frameInterval)
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local remainCount = floor(remainFrame / buff.frameInterval)+1
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buff.disperse = true
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buff.disperse = true
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target.exCalDmgList:Add(function(damage) return damage * remainCount end)
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if buff.caster and not buff.caster.isTeam then
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buff.caster.exCalDmgList:Add(function(damage) return damage * remainCount end)
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BattleUtil.CalDamage(buff.caster, buff.target, buff.damagePro, buff.damageFactor,0, true)
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BattleUtil.CalDamage(buff.caster, buff.target, buff.damagePro, buff.damageFactor,0, true)
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target.exCalDmgList:Remove(target.exCalDmgList.size)
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buff.caster.exCalDmgList:Remove(buff.caster.exCalDmgList.size)
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end
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end
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end
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return true
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return true
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end)
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end)
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@ -1365,7 +1372,7 @@ 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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if BattleLogic.BuffMgr:HasBuff(target, BuffName.Shield, function (buff) return true end) then
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if BattleLogic.BuffMgr:HasBuff(target, BuffName.Shield, function (buff) return true end) then
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f1 = f1 + f2
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f1 = f1*(1+f2)
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end
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end
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BattleUtil.CalDamage(caster, target, dt, f1)
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BattleUtil.CalDamage(caster, target, dt, f1)
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end)
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end)
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@ -1736,7 +1743,12 @@ local effectList = {
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BattleLogic.WaitForTrigger(interval, function ()
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BattleLogic.WaitForTrigger(interval, function ()
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local dmg, crit = BattleUtil.CalDamage(caster, target, dt, f4)
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local dmg, crit = BattleUtil.CalDamage(caster, target, dt, f4)
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if crit then
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if crit then
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buffRandomAction(f3, target, Buff.Create(caster, BuffName.PropertyChange, f2, propertyList[pro1], f1, ct))
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BattleUtil.RandomAction(f3, function ()
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local arr = BattleUtil.ChooseTarget(caster, 10001)
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for i=1, #arr do
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arr[i]:AddBuff(Buff.Create(caster, BuffName.PropertyChange, f2, propertyList[pro1], f1, ct))
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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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@ -965,10 +965,10 @@ local passivityList = {
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local f1 = args[1]
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local f1 = args[1]
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local f2 = args[2]
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local f2 = args[2]
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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BattleUtil.RandomAction(f1, function ()
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if atkRole.isTeam then
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if atkRole.isTeam then
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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.RandomAction(f1, function ()
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atkRole:AddBuff(Buff.Create(role, BuffName.Control, f2, 1))
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atkRole:AddBuff(Buff.Create(role, BuffName.Control, f2, 1))
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end)
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end)
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end
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end
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@ -991,7 +991,7 @@ local passivityList = {
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end)
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end)
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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.RoleDamage, 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5倍攻击)
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--a[float]
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--a[float]
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@ -1069,14 +1069,15 @@ local passivityList = {
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auraBuff.interval = f1
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auraBuff.interval = f1
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BattleLogic.BuffMgr:AddBuff(role, auraBuff)
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BattleLogic.BuffMgr:AddBuff(role, auraBuff)
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end,
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end,
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--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。
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--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。
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--a[float],b[float],c[控制状态],d[int],e[float]
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--a[float],b[float],c[伤害类型],d[控制状态],e[int],f[float]
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[60] = function(role, args)
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[60] = function(role, args)
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local f1 = args[1]
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local f1 = args[1]
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local f2 = args[2]
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local f2 = args[2]
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local ct = args[3]
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local dt = args[3]
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local f3 = args[4]
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local ct = args[4]
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local f4 = args[5]
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local f3 = args[5]
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local f4 = args[6]
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local triggerUid = {}
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local triggerUid = {}
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged, function (defRole, atkRole, damage, bCrit, finalDmg, damageType, isDot)
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged, function (defRole, atkRole, damage, bCrit, finalDmg, damageType, isDot)
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@ -1101,7 +1102,7 @@ local passivityList = {
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role.Event:DispatchEvent(BattleEventName.RoleViewBullet, f4, atkRole)
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role.Event:DispatchEvent(BattleEventName.RoleViewBullet, f4, atkRole)
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BattleLogic.WaitForTrigger(f4, function ()
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BattleLogic.WaitForTrigger(f4, function ()
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triggerUid[atkRole.uid] = atkRole.uid
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triggerUid[atkRole.uid] = atkRole.uid
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BattleUtil.ApplyDamage(role, atkRole, floor(role:GetRoleData(RoleDataName.Attack) * f2))
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BattleUtil.CalDamage(role, atkRole, dt, f2)
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atkRole:AddBuff(Buff.Create(role, BuffName.Control, f3, ct))
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atkRole:AddBuff(Buff.Create(role, BuffName.Control, f3, ct))
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triggerUid[atkRole.uid] = nil
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triggerUid[atkRole.uid] = nil
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end)
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end)
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@ -1265,5 +1266,44 @@ local passivityList = {
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end
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end
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role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage)
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role.Event:AddEvent(BattleEventName.RoleDamage, OnDamage)
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end,
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end,
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--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)
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--a[float],b[属性],c[int]
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[70] = 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 OnKill = function(defRole)
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local buff = Buff.Create(role, BuffName.PropertyChange, f2, propertyList[pro], f1, 2)
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buff.cover = true
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buff.clear = false
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role:AddBuff(buff)
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end
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role.Event:AddEvent(BattleEventName.RoleKill, OnKill)
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end,
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--受击后,[a]对攻击者造成自身[c]%的[d]伤害。
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--a[float],c[float],d[伤害类型]
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[71] = function(role, args)
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local f1 = args[1]
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local f2 = args[2]
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local dt = args[3]
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local lastTrigger = 0
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local OnBeHit = function(atkRole, damage, bCrit, finalDmg, damageType)
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if atkRole.isTeam then
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return
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end
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lastTrigger = lastTrigger + 1
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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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end
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BattleUtil.RandomAction(f1, function ()
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BattleUtil.CalDamage(role, atkRole, dt, f2)
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end)
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lastTrigger = 0
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end
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role.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)
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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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@ -43,8 +43,8 @@ local stageFrame2 = 30 * BattleLogic.GameFrameRate --中期转后期的时间点
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local curStageFrame
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local curStageFrame
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local teamSkillCastTime = {7 * BattleLogic.GameFrameRate,
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local teamSkillCastTime = {7 * BattleLogic.GameFrameRate,
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25 * BattleLogic.GameFrameRate,
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22 * BattleLogic.GameFrameRate,
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55 * BattleLogic.GameFrameRate}
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45 * BattleLogic.GameFrameRate}
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local teamSkillCastIndex
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local teamSkillCastIndex
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local maxFrame --战斗最大用时,超时判负
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local maxFrame --战斗最大用时,超时判负
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@ -453,12 +453,14 @@ end
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function BattleLogic.GetNeighbor(role, chooseType)
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function BattleLogic.GetNeighbor(role, chooseType)
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local posList = {}
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local posList = {}
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local target = chooseType == 1 and role or BattleLogic.GetAggro(role)
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local target = chooseType == 1 and role or BattleLogic.GetAggro(role)
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local list = BattleUtil.ChooseTarget(target, 10000)
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if target then
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local list = BattleLogic.Query(function (r) return r.camp == target.camp end)
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for i=1, #list do
|
for i=1, #list do
|
||||||
if not list[i].isDead and math.abs(posDic[target.position] - posDic[list[i].position]) <= 1 then
|
if not list[i].isDead and math.abs(posDic[target.position] - posDic[list[i].position]) <= 1 then
|
||||||
table.insert(posList, list[i])
|
table.insert(posList, list[i])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
return posList
|
return posList
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -30,6 +30,7 @@ BattleEventName = {
|
||||||
RoleBeDodge = indexAdd(),
|
RoleBeDodge = indexAdd(),
|
||||||
RoleDodge = indexAdd(),
|
RoleDodge = indexAdd(),
|
||||||
RoleDead = indexAdd(),
|
RoleDead = indexAdd(),
|
||||||
|
RoleKill = indexAdd(),
|
||||||
RoleRevive = indexAdd(),
|
RoleRevive = indexAdd(),
|
||||||
RolePropertyChanged = indexAdd(),
|
RolePropertyChanged = indexAdd(),
|
||||||
RoleCDChanged = indexAdd(),
|
RoleCDChanged = indexAdd(),
|
||||||
|
|
|
@ -193,6 +193,7 @@ function BattleUtil.ApplyDamage(atkRole, defRole, damage, bCrit, damageType, isD
|
||||||
defRole.isDead = true
|
defRole.isDead = true
|
||||||
BattleLogic.BuffMgr:ClearBuff(defRole)
|
BattleLogic.BuffMgr:ClearBuff(defRole)
|
||||||
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
||||||
|
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole)
|
||||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue