神魔遗漏代码添加
parent
2791d19ee0
commit
b48082bbab
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@ -50,7 +50,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill)
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e.args[i] = eff.args[i]
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end
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-- 检测被动技能对技能参数的影响
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-- 检测被动技能对技能参数的影响
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local function _PassiveCheck(pe)
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if pe then
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e = pe
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@ -77,7 +77,7 @@ end
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function EffectCaster:takeEffect(caster, target, effects, effectIndex, duration, skill)
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for k=1, #effects do
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-- 如果不是第一个效果对列的第一个效果则判断是否命中
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-- 如果不是第一个效果对列的第一个效果则判断是否命中
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if k ~= 1 and effectIndex == 1 then
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if self:CheckTargetIsHit(target) then
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self:DoEffect(caster, target, effects[k], duration, skill)
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@ -93,25 +93,25 @@ function EffectCaster:ChooseTarget()
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--
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self.effectTargets = {}
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self.targetIsHit = {}
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-- 先计算出技能的目标
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-- 先计算出技能的目标
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for i=1, #self.effectList do
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-- 是否重新选择目标
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-- 是否重新选择目标
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local isReTarget = true
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if self.targets and self.targets[i] then
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self.effectTargets[i] = self.targets[i]
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-- 判断是否有有效目标
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-- 判断是否有有效目标
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for _, role in ipairs(self.effectTargets[i]) do
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if not role:IsRealDead() then
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isReTarget = false
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end
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end
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end
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-- 重新选择目标
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-- 重新选择目标
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if isReTarget then
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local effectGroup = self.effectList[i]
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local chooseId = effectGroup.chooseId
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self.effectTargets[i] = BattleUtil.ChooseTarget(self.skill.owner, chooseId)
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-- 检测被动对攻击目标的影响
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-- 检测被动对攻击目标的影响
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if i == 1 then
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local function _PassiveTarget(targets)
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self.effectTargets[i] = targets
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@ -122,19 +122,19 @@ function EffectCaster:ChooseTarget()
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end
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end
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-- 释放技能
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-- func 技能释放完成回调
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-- 释放技能
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-- func 技能释放完成回调
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function EffectCaster:Cast()
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-- 选择目标
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-- 选择目标
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self:ChooseTarget()
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-- 对目标造成相应的效果
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-- 对目标造成相应的效果
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for i=1, #self.effectList do
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local effectGroup = self.effectList[i]
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local chooseId = effectGroup.chooseId
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local arr = self.effectTargets[i]
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if arr and #arr > 0 then
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-- 效果延迟1帧生效
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-- 效果延迟1帧生效
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
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local effects = effectGroup.effects
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local weight = math.floor(chooseId % 10000 / 100)
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@ -145,10 +145,10 @@ function EffectCaster:Cast()
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table.sort(arr, function(a, b)
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return a.position < b.position
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end)
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-- 全部同时生效
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-- 全部同时生效
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for j=1, count do
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if arr[j] and not arr[j]:IsRealDead() then
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-- 检测是否命中
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-- 检测是否命中
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if i == 1 then
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self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.skill.owner, arr[j],self.skill)
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end
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@ -160,7 +160,7 @@ function EffectCaster:Cast()
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end
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end
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-- 遍历技能命中目标
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-- 遍历技能命中目标
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function EffectCaster:ForeachTargets(func)
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local targets = self:GetDirectTargets()
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for _, role in ipairs(targets) do
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@ -170,7 +170,7 @@ function EffectCaster:ForeachTargets(func)
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end
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end
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-- 获取直接选择目标Id
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-- 获取直接选择目标Id
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function EffectCaster:GetDirectChooseId()
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local effectGroup = self.effectList[1]
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local chooseId = effectGroup.chooseId
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@ -178,12 +178,12 @@ function EffectCaster:GetDirectChooseId()
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end
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-- 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)
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-- 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)
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function EffectCaster:GetDirectTargets()
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return self.effectTargets[1]
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end
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-- 获取直接目标,不包含miss的目标,可能为空
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-- 获取直接目标,不包含miss的目标,可能为空
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function EffectCaster:GetDirectTargetsNoMiss()
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local list = {}
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for _, role in ipairs(self.effectTargets[1]) do
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@ -194,7 +194,7 @@ function EffectCaster:GetDirectTargetsNoMiss()
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return list
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end
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-- 获取直接目标和没有被放逐的目标,不包含miss的目标,可能为空
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-- 获取直接目标和没有被放逐的目标,不包含miss的目标,可能为空
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function EffectCaster:GetDirectTargetsNoExile()
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local list = {}
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for _, role in ipairs(self.effectTargets[1]) do
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@ -205,7 +205,7 @@ function EffectCaster:GetDirectTargetsNoExile()
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return list
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end
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-- 获取直接目标和没有被放逐的目标,不包含不灭可能为空
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-- 获取直接目标和没有被放逐的目标,不包含不灭可能为空
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function EffectCaster:GetDirectTargetsNoNODead()
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local list = {}
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for _, role in ipairs(self.effectTargets[1]) do
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@ -216,7 +216,7 @@ function EffectCaster:GetDirectTargetsNoNODead()
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return list
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end
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-- 获取技能目标最大人数
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-- 获取技能目标最大人数
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function EffectCaster:GetMaxTargetNum()
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local mainEffect = self.effectList[1]
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if not mainEffect then
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@ -225,7 +225,7 @@ function EffectCaster:GetMaxTargetNum()
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return BattleUtil.GetMaxTargetNum(mainEffect.chooseId)
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end
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-- 判断是否命中
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-- 判断是否命中
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function EffectCaster:CheckTargetIsHit(role)
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return self.targetIsHit[role]
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end
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@ -1,228 +1,174 @@
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master_zh_test同步数据表2022_03_21_16_48_11
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v1.0.109
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1.新增神系英雄技能被动
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master_zh_test同步数据表2022_03_14_18_15_06
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master_zh_test同步数据表2022_03_14_17_24_10
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v1.0.108
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1.新增429 430 431被动
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master_zh_test同步数据表2022_03_08_16_52_49
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v1.0.107
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1.新增427 428被动
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master_zh_test同步数据表2022_03_07_17_48_07
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master_zh_test同步数据表2022_03_02_15_24_08
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v1.0.106
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1.新增425 426被动
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master_zh_test同步数据表2022_03_01_15_02_06
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v1.0.105
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1.新增425 426被动
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v1.0.104
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1.被动375修改
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master_zh_test同步数据表2022_02_22_19_20_35
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master_zh_test同步数据表2022_02_22_18_59_21
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v1.0.103
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1.被动226 423 424修改
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master_zh_test同步数据表2022_02_22_10_34_06
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master_zh_test同步数据表2022_02_15_15_03_42
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v1.0.102
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1.效果108修改
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2.被动356修改 新增422
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master_zh_test同步数据表2022_02_08_14_14_42
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v1.0.101
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1.修复姑获鸟神魂五对所有人生效的问题
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v1.0.100
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1.御甲初始化修改
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master_zh_test同步数据表2022_01_24_18_51_19
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v1.0.99
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1.御甲显示修改
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v1.0.98
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1.被动414修改
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master_zh_test同步数据表2022_01_24_10_59_41
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master_zh_test同步数据表2022_01_18_15_41_40
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v1.0.97
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1.护盾buff修改
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master_zh_test同步数据表2022_01_17_16_56_13
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master_zh_test同步数据表2022_01_17_16_30_59
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master_zh_test同步数据表2022_01_15_19_12_17
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v1.0.96
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1.被动417-421 白金法宝
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master_zh_test同步数据表2022_01_11_16_23_47
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master_zh_test同步数据表2022_01_10_18_57_57
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v1.0.95
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1.新增被动414-417
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2.添加御甲修改
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v1.0.94
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1.被动283修改
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v1.0.93
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1.战斗结束获取队伍剩余角色信息接口修改
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master_zh_test同步数据表2021_12_28_09_56_49
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master_zh_test同步数据表2021_12_24_18_32_21
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v1.0.92
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1.新增412被动 56被动修改
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master_zh_test同步数据表2021_12_21_18_13_54
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master_zh_online_special同步数据表2022_03_29_18_05_16
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master_zh_online_special同步数据表2022_03_29_17_12_38
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master_zh_online_special同步数据表2022_03_22_17_12_19
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v1.0.91
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1.护盾buff修改
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2.鲸吞魂印修改
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1.新增新将技能
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2.主角技能被动修改
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master_zh_online_special同步数据表2022_03_14_17_38_27
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v1.0.90
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1、修复RoleManager table.removebyvalue方法空报错
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master_zh_test同步数据表2021_12_14_12_03_26
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1.被动429 430 431修改
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master_zh_online_special同步数据表2022_03_08_14_34_13
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v1.0.89
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1.第五期神魂
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2.第二期变身卡
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master_zh_test同步数据表2021_12_13_18_06_46
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1.被动427 428修改
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master_zh_online_special同步数据表2022_03_07_18_33_58
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master_zh_online_special同步数据表2022_03_02_15_24_02
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v1.0.88
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1.被动257修改
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2.不灭修改
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1.被动339修改
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master_zh_online_special同步数据表2022_03_01_15_11_26
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v1.0.87
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1.被动257修改
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master_zh_test同步数据表2021_12_07_17_09_58
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master_zh_test同步数据表2021_12_07_16_56_46
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1.新增425 426被动
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v1.0.86
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1 战斗驱动逻辑修改 回合转换添加延时减半
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2.被动257修改
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1.被动375修改
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master_zh_online_special同步数据表2022_02_22_19_07_18
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v1.0.85
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1 战斗驱动逻辑修改 回合转换添加延时减半
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1.被动226 423 424修改
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master_zh_online_special同步数据表2022_02_15_15_19_15
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v1.0.84
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1 战斗驱动逻辑修改 回合转换添加延时
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master_zh_test同步数据表2021_12_06_19_02_28
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1.效果108修改
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2.被动356修改 新增422
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master_zh_online_special同步数据表2022_02_08_17_17_46
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v1.0.83
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1 第四期神魂添加
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master_zh_test同步数据表2021_11_30_12_06_26
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1、修复姑获鸟神魂五对所有人生效的问题
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v1.0.82
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1 目标选择逻辑添加
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master_zh_test同步数据表2021_11_29_19_48_14
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1.御甲初始化数值修改
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master_zh_online_special同步数据表2022_01_25_10_12_04
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v1.0.81
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1、效果137修改
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master_zh_test同步数据表2021_11_27_22_26_12
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1.被动414修改
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2.御甲显示修改
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master_zh_online_special同步数据表2022_01_20_10_06_14
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master_zh_online_special同步数据表2022_01_18_17_33_33
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master_zh_online_special同步数据表2022_01_18_15_44_08
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v1.0.80
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1、同步战斗逻辑
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master_zh_test同步数据表2021_11_23_11_29_17
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1.被动418-421
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2.护盾buff修改
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master_zh_online_special同步数据表2022_01_13_17_48_10
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master_zh_online_special同步数据表2022_01_11_16_41_51
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v1.0.79
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1、被动391修改 我方流血显示修改
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master_zh_test同步数据表2021_11_22_18_00_26
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1.被动413-418
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master_zh_online_special同步数据表2022_01_11_16_25_15
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v1.0.78
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1、被动112 258 360修改提交
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2. 伤害公式修改
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3.战斗超时 pvp添加战斗类型
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1.被动283修改
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v1.0.77
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1、第三批神魂提交
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1.战斗结束返回服务器队伍数据接口修改
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v1.0.76
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1、修复前后端战斗数据格式不一致导致的结果不一致
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master_zh_test同步数据表2021_11_16_11_07_25
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v1.0.75
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1,添加不处理增伤的伤害接口
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master_zh_test同步数据表2021_11_15_17_10_47
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1.新增412被动 56被动修改
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master_zh_online_special同步数据表2021_12_28_09_54_11
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master_zh_online_special同步数据表2021_12_21_18_34_24
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v1.0.75
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1、鲸吞魂印修改
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2. 护盾效果修改
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v1.0.74
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1,第二期神魂技能
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master_zh_test同步数据表2021_11_08_18_01_19
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1、修复RoleManager table.removebyvalue方法空报错
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v1.0.73
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1,被动285修改
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master_zh_test同步数据表2021_11_08_17_48_59
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1、第五期神魂技能
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2.第二期变身卡
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master_zh_online_special同步数据表2021_12_14_14_27_05
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master_zh_online_special同步数据表2021_12_08_13_13_42
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v1.0.72
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1,第一期神魂技能
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1、被动257修改
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2.不灭修改
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v1.0.71
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1,灵兽技能检测添加初始化
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2.追加技能特效修改
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1、被动257修改
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master_zh_online_special同步数据表2021_12_07_18_07_35
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v1.0.70
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1、添加神魂被动技能
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master_zh_test同步数据表2021_11_01_14_07_31
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master_zh_test同步数据表2021_10_26_10_10_26
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master_zh_test同步数据表2021_10_25_18_57_36
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1、第四期神魂技能
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master_zh_online_special同步数据表2021_11_30_17_36_04
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v1.0.69
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1、战斗公式修改
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master_zh_test同步数据表2021_10_22_18_57_18
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1、第一期变身卡技能
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v1.0.68
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1、添加主角技能
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2. 被动199修改
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master_zh_test同步数据表2021_10_18_11_00_42
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master_zh_test同步数据表2021_10_16_19_07_28
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master_zh_test同步数据表2021_10_16_19_06_48
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1、第三期神魂技能
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2. 新法宝技能
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master_zh_online_special同步数据表2021_11_23_15_58_01
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v1.0.67
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1、修复前后端战斗数据格式不一致导致的结果不一致
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master_zh_online_special同步数据表2021_11_16_14_56_55
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v1.0.66
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1 第二期神魂技能
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master_zh_online_special同步数据表2021_11_09_11_57_57
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master_zh_online_special同步数据表2021_11_09_11_57_46
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master_zh_online_special同步数据表2021_11_02_14_08_41
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v1.0.65
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1 被动180修改
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2. 灵兽检测逻辑初始化修改
|
||||
master_zh_online_special同步数据表2021_10_26_16_05_44
|
||||
v1.0.64
|
||||
1 添加主角技能
|
||||
2. 被动119修改
|
||||
master_zh_online_special同步数据表2021_10_19_16_13_17
|
||||
v1.0.63
|
||||
1、被动344添加空判断
|
||||
2. 战斗力公式修改
|
||||
master_zh_test同步数据表2021_10_12_15_58_23
|
||||
master_zh_test同步数据表2021_10_12_10_25_47
|
||||
master_zh_test同步数据表2021_10_11_18_25_43
|
||||
v1.0.66
|
||||
1、被动312修改
|
||||
master_zh_test同步数据表2021_10_09_18_47_41
|
||||
master_zh_test同步数据表2021_10_09_18_46_50
|
||||
v1.0.65
|
||||
1、被动116 258 281 312 344 250修改
|
||||
master_zh_online_special同步数据表2021_10_12_15_59_00
|
||||
master_zh_online_special同步数据表2021_10_12_15_58_52
|
||||
master_zh_online_special同步数据表2021_10_12_10_26_03
|
||||
master_zh_online_special同步数据表2021_10_11_19_54_13
|
||||
master_zh_online_special同步数据表2021_10_11_19_53_59
|
||||
v1.0.62
|
||||
1、被动116 258 281 312 344 250,312,353 351 137修改
|
||||
2. 精卫借的怒气不会回复怒气
|
||||
3. 添加不处理增伤被动的方法
|
||||
master_zh_test同步数据表2021_09_28_17_45_03
|
||||
v1.0.64
|
||||
1、353 351 137 被动修改
|
||||
2. 添加获取没有出发不灭的目标
|
||||
master_zh_test同步数据表2021_09_27_18_41_38
|
||||
v1.0.63
|
||||
1、353被动修改
|
||||
v1.0.62
|
||||
1、添加御甲buff
|
||||
2.添加最后一期紫府神印,添加白金装备被动 觉醒被动修改
|
||||
master_zh_test同步数据表2021_09_26_20_35_14
|
||||
master_zh_test同步数据表2021_09_18_21_14_36
|
||||
master_zh_test同步数据表2021_09_18_18_42_35
|
||||
v1.0.61
|
||||
1.同步客户端逻辑
|
||||
master_zh_online_special同步数据表2021_09_28_18_03_42
|
||||
master_zh_online_special同步数据表2021_09_28_14_34_53
|
||||
master_zh_online_special同步数据表2021_09_18_21_22_03
|
||||
v1.0.60
|
||||
1、技能是否能释放 添加是否有技能目标判断
|
||||
2.被动196 200 188 修改
|
||||
master_zh_test同步数据表2021_09_17_16_21_53
|
||||
master_zh_test同步数据表2021_09_15_20_05_28
|
||||
master_zh_test同步数据表2021_09_15_14_23_26
|
||||
master_zh_test同步数据表2021_09_14_15_46_46
|
||||
master_zh_test同步数据表2021_09_14_11_51_05
|
||||
v1.0.60
|
||||
1、被动56修改
|
||||
master_zh_test同步数据表2021_09_11_18_04_19
|
||||
master_zh_online_special同步数据表2021_09_16_20_56_10
|
||||
master_zh_online_special同步数据表2021_09_16_19_56_58
|
||||
master_zh_online_special同步数据表2021_09_15_16_43_43
|
||||
master_zh_online_special同步数据表2021_09_15_15_58_04
|
||||
master_zh_online_special同步数据表2021_09_15_15_55_26
|
||||
master_zh_online_special同步数据表2021_09_14_15_45_21
|
||||
master_zh_online_special同步数据表2021_09_14_13_07_13
|
||||
|
||||
v1.0.59
|
||||
1、被动261 修改
|
||||
master_zh_test同步数据表2021_09_10_18_24_51
|
||||
1、被动56修改 被动261 修改
|
||||
master_zh_online_special同步数据表2021_09_14_11_32_16
|
||||
master_zh_online_special同步数据表2021_09_14_11_26_22
|
||||
|
||||
v1.0.58
|
||||
1、修复方法缺失报错
|
||||
v1.0.57
|
||||
1、尝试修复孙悟空大招不会增加伤害的问题
|
||||
2、添加用于debug的log
|
||||
master_zh_test同步数据表2021_09_07_11_00_31
|
||||
master_zh_online_special同步数据表2021_09_07_10_58_24
|
||||
v1.0.56
|
||||
1.选生命百分比最少目标逻辑修改 去掉有不灭单位
|
||||
2. 死亡不把怒气显示清空
|
||||
3.被动99 307 选目标逻辑修改
|
||||
2. 死亡不把怒气显示清空
|
||||
3.被动99 307 选目标逻辑修改
|
||||
master_zh_online_special同步数据表2021_09_03_15_16_49
|
||||
v1.0.55
|
||||
1.被动263 269 274 332 112 145 修改
|
||||
2. 添加战斗日志
|
||||
1. 被动263 269 274 332 112 145 修改
|
||||
2. 添加战斗日志
|
||||
|
||||
master_zh_online_special同步数据表2021_08_28_19_41_53
|
||||
v1.0.54
|
||||
1. 被动91 被动115 160修改
|
||||
2. Dot类buff清除逻辑修改
|
||||
master_zh_test同步数据表2021_08_27_18_25_18
|
||||
master_zh_test同步数据表2021_08_21_16_34_06
|
||||
v1.0.54
|
||||
1. 被动141 310 283 330 336修改
|
||||
master_zh_test同步数据表2021_08_02_19_27_29
|
||||
2. Dot类buff清除逻辑修改
|
||||
master_zh_online_special同步数据表2021_08_24_14_58_11
|
||||
v1.0.53
|
||||
1. 随机种子修改
|
||||
master_zh_test同步数据表2021_07_31_17_55_16
|
||||
master_zh_test同步数据表2021_07_31_17_54_20
|
||||
1. 被动141 310 283 330 336修改
|
||||
master_zh_online_special同步数据表2021_08_03_10_38_57
|
||||
v1.0.52
|
||||
1. 死亡技能不会被控制
|
||||
2.追加技能是否触发特性修改
|
||||
master_zh_test同步数据表2021_07_26_11_10_56
|
||||
1. 死亡技能不受控制影响
|
||||
2.战斗随机种子修改
|
||||
master_zh_online_special同步数据表2021_07_28_08_34_36
|
||||
v1.0.51
|
||||
1. 被动292 修改
|
||||
1. 被动292修改
|
||||
master_zh_online_special同步数据表2021_07_16_19_57_49
|
||||
v1.0.50
|
||||
1. 被动292 319修改
|
||||
|
||||
master_zh_test同步数据表2021_07_13_18_19_09
|
||||
master_zh_test同步数据表2021_07_10_20_33_05
|
||||
v1.0.49
|
||||
1. 同步客户端逻辑
|
||||
master_zh_online_special同步数据表2021_07_13_18_14_42
|
||||
master_zh_online_special同步数据表2021_07_06_17_33_58
|
||||
v1.0.48
|
||||
1. 新增紫府神印被动效果
|
||||
v1.0.47
|
||||
1. 新增英雄觉醒被动 及 困难副本被动 效果
|
||||
|
||||
master_zh_test同步数据表2021_06_30_07_33_23
|
||||
master_zh_test同步数据表2021_06_28_13_40_30
|
||||
master_zh_online_special同步数据表2021_06_30_07_33_07
|
||||
v1.0.46
|
||||
1、同步数据表
|
||||
v1.0.45
|
||||
|
|
|
@ -50,6 +50,7 @@ public class SArenaRobotStaticConfig extends AbstractClassStaticConfig {
|
|||
heroBuilder.setStar(star);
|
||||
heroBuilder.setStarBreakId(heroStarBreakId);
|
||||
heroBuilder.setBreakId(heroBreakId);
|
||||
heroBuilder.setPropertyId(scHero.getPropertyName());
|
||||
heroMap.put(heroTid,heroBuilder.build());
|
||||
}
|
||||
sArenaRobotConfig.setHeroMapList(heroMap);
|
||||
|
|
|
@ -122,6 +122,7 @@ public class BloodLogic {
|
|||
.setPosition(entry.getValue().getPosition())
|
||||
.setStar(entry.getValue().getStar())
|
||||
.setGodSoulLv(entry.getValue().getGodSoulLv())
|
||||
.setPropertyId(entry.getValue().getPropertyId())
|
||||
.build();
|
||||
heroDefendFightInfos.add(heroFightInfo);
|
||||
}
|
||||
|
|
|
@ -584,6 +584,7 @@ public class FightUtil {
|
|||
.setProperty(property.substring(0, property.length() - 1))
|
||||
.setPosition(++i)
|
||||
.setStar(heroStar)
|
||||
.setPropertyId(item.getValue().getPropertyId())
|
||||
.build();
|
||||
heroFightInfos.add(heroFightInfo);
|
||||
}
|
||||
|
|
|
@ -654,7 +654,15 @@ public class PlayerLogic {
|
|||
for(Map.Entry<Integer,CommonProto.Hero> item : sArenaRobotConfig.getHeroMapList().entrySet()){
|
||||
Integer heroTid = item.getKey();
|
||||
Integer heroStar = item.getValue().getStar();
|
||||
teamInfo.addTeam(CommonProto.TeamSimpleInfo.newBuilder().setHeroid(String.valueOf(heroTid)).setHeroTid(heroTid).setLevel(sArenaRobotConfig.getRoleLv()).setStar(heroStar).setPosition(position++).setGodSoulLv( item.getValue().getGodSoulLv()).build());
|
||||
teamInfo.addTeam(CommonProto.TeamSimpleInfo.newBuilder()
|
||||
.setHeroid(String.valueOf(heroTid))
|
||||
.setHeroTid(heroTid)
|
||||
.setLevel(sArenaRobotConfig.getRoleLv())
|
||||
.setStar(heroStar)
|
||||
.setPosition(position++)
|
||||
.setGodSoulLv( item.getValue().getGodSoulLv())
|
||||
.setPropertyId(item.getValue().getPropertyId())
|
||||
.build());
|
||||
}
|
||||
oneInfo.setTeam(teamInfo);
|
||||
//TODO 玉虚论道三队伍
|
||||
|
|
Loading…
Reference in New Issue