战斗同步

master_ob2
PC-202302260912\Administrator 2023-09-11 16:05:54 +08:00
parent 1c68fd6145
commit be0f47068d
16 changed files with 674 additions and 32 deletions

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File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

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@ -66,6 +66,15 @@ function BattleEvent:DispatchEvent(sEventName, ...)
if v.once then
self:RemoveEvent(sEventName, v)
end
if v.role~=nil then
BattleLogManager.Log(
"send event",
"event id==", tostring(sEventName),
"camp", tostring(v.role.camp),
"pos", tostring(v.role.position)
)
end
end
end

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@ -183,6 +183,14 @@ function BuffManager:AddBuff(target, buff)
buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster, buff)
buff.caster.Event:DispatchEvent(BattleEventName.BuffCaster2, buff)
buff.target.Event:DispatchEvent(BattleEventName.BuffBeAdd, buff)
BattleLogManager.Log(
"Role add Buff",
"buff.type", tostring(buff.type),
"target.camp==", tostring(target.camp),
"target.position", tostring(target.position),
"caster.camp==", tostring(buff.caster.camp),
"caster.position", tostring(buff.caster.position)
)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordBuff, buff.caster, buff.target, buff)
end
@ -362,6 +370,7 @@ function BuffManager:Update()
buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffBeClear, buff)
putBuff(buff)
buffList:Remove(index)
else

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@ -3137,6 +3137,56 @@ local effectList = {
target:AddBuff(Buff.Create(caster, BuffName.Control, round, ctrType))
end)
end,
-- --己方场上人数 < 地方人数,对[a]目标选择[b]属性[c]%的法术伤害并附加逆风效果,不低于对[d]目标选择[e]属性[f]%的御甲并附加乘风效果。
-- [160] = function(caster, target, args, interval, skill)
-- local c1 = args[1]--持续回合数
-- local p1 = args[2]--控制类型
-- local v1 = args[3]
-- local c2 = args[4]
-- local p1 = args[5]
-- local v2 = args[6]
-- BattleLogic.WaitForTrigger(interval, function ()
-- local myArr = RoleManager.Query(function (r) return r.camp == caster.camp end)
-- local enArr = RoleManager.Query(function (r) return r.camp ~= caster.camp end)
-- if #myArr< #enArr then
-- local arr1 = BattleUtil.ChooseTarget(caster, c1)
-- for i=1, #arr1 do
-- BattleUtil.CalDamage(skill, caster,arr1[i], v1,1)
-- end
-- else
-- end
-- end)
-- end,
--添加一个[a]印记,持续[b]回合
--a[int]:7逆风风 8顺风风
[160] = function(caster, target, args, interval, skill)
local type = args[1]
local round= args[2]
BattleLogic.WaitForTrigger(interval, function ()
if type==7 and caster.sunTime>=caster.sunMaxTime then
return
end
if type==8 and caster.niTime>=caster.niMaxTime then
return
end
target:AddBuff(Buff.Create(caster, BuffName.BreakArmor, round,type))
end)
end,
--为目标添加[a]属性[b]%的御甲
--a[int],b[float]
[161] = function(caster, target, args, interval, skill)
local pro = args[1]
local v1 = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local val = floor(BattleUtil.FP_Mul(v1, caster:GetRoleData(BattlePropList[pro])))
--如果身上有御甲就添加御甲的值
BattleUtil.AddBlood(target,val)
end)
end,
}
return effectList

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@ -12375,5 +12375,350 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.RoleBeDamaged, BeDamagedFun,nil,nil,role)
end,
-- 攻击目标越少对每个目标提升控制概率越高,提升概率为[a]%除以被击者的总数,提升为[b]改变,控制类型:[c],[d],[e],[f]
-- a[float],b[int 改变类型],c[int],d[int],e[int],f[int]
[470] = function(role, args,id,judge)
local f1 = args[1]
local ct = args[2]
local v1 = args[3]
local v2 = args[4]
local v3 = args[5]
local v4 = args[6]
local ctrls={}
if v1 then
table.insert(ctrls,v1)
end
if v2 then
table.insert(ctrls,v2)
end
if v3 then
table.insert(ctrls,v3)
end
if v4 then
table.insert(ctrls,v4)
end
local af = 0
local onSkillCast = function(skill)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
local onPassiveRandomControl = function(func, ctrl2)
if BattleUtil.ChecklistIsContainValue(ctrl2) then
if func then func(af, ct) end
end
end
role.Event:AddEvent(BattleEventName.PassiveRandomControl, onPassiveRandomControl,nil,nil,role)
end,
--己方场上人数 < 敌方人数技能id为[a]不低于地方人数技能id为[b],技能附带的buff生效次数为[c]
--a[int],b[int],c[int]
[471] = function(role, args)
local skill1 = args[1]
local skill2 = args[2]
local time = args[3]
role.sunMaxTime=time
role.niMaxTime=time
--检测自身技能
local checkRoleSkill=function()
local myArr = RoleManager.Query(function (r) return r.camp == role.camp end)
local enArr = RoleManager.Query(function (r) return r.camp ~= role.camp end)
if #myArr< #enArr then
role.superSkill=BattleUtil.GetSkillData(skill1,0)
else
role.superSkill=BattleUtil.GetSkillData(skill2,0)
end
end
local onSkillCast = function(role)
checkRoleSkill()
end
role.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillCast,nil,nil,role)
local OnSkillCastEnd = function(skill)
if skill.id==skill1 then
role.sunTime=role.sunTime+1
elseif skill.id==skill2 then
role.niTime=role.niTime+1
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
end,
-- 顺风/逆风最大次数[a]改变[b]次
--a[int 改变类型] b[int]
[472] = function(role, args)
local ct = args[1]
local time = args[2]
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
-- 第i1回合开始
if curRound == 1 then
role.sunMaxTime = BattleUtil.CountValue(role.sunMaxTime,time,ct)
role.niMaxTime = BattleUtil.CountValue(role.niMaxTime,time,ct)
end
end)
end,
-- 处于[a]效果[b]状态的目标, 释放技能后自身改变[c][d]点怒气,
-- a[int buff大类型],b[int buff小类型],c[int 改变类型],d[int]
[473] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local ct = args[3]
local v1 = args[4]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra then
return
end
--local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==caster and buff.type==t1 and buff.damageType==t2 end)
if BattleLogic.BuffMgr:HasBuff(skill.owner, t1, function(buff) return buff.caster == role and buff.signType == t2 end) then
BattleLogic.WaitForTrigger(2, 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
BattleUtil.CalRage(role, skill.owner, v1, ct)
end)
end
end
BattleLogic.Event:AddEvent(BattleEventName.SkillCast, onSkillEnd,nil,nil,role)
end,
-- 处于[a]效果[b]状态的目标,行动前有[c]%概率,无法行动
-- a[int buff大类型],b[int buff小类型],c[float]
[474] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local v1 = args[3]
-- 释放技能后
local onSkillEnd = function(skiller)
--skiller.notAction=false
if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
BattleUtil.RandomAction(v1, function()
skiller.notAction=true
end)
end
local onTurnEnd = function(turner)
turner.notAction= false
end
skiller.Event:AddEvent(BattleEventName.RoleTurnEnd, onTurnEnd,nil,nil,role)
end
BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role)
end,
-- 处于[a]效果[b]状态的目标,行动前有[c]%概率额外行动一次
-- a[int buff大类型],b[int buff小类型],c[float]
[475] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local v1 = args[3]
local triggerRole={}
-- 释放技能后
local onSkillEnd = function(skiller)
if BattleUtil.ChecklistIsContainValue(triggerRole,skiller) then
return
end
if BattleLogic.BuffMgr:HasBuff(skiller, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
BattleUtil.RandomAction(v1, function()
BattleLogic.InsertSkillRole(skiller)
table.insert(triggerRole,skiller)
end)
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, onSkillEnd,nil,nil,role)
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd,function(curRound)
triggerRole={}
end)
end,
-- [a]效果[b]状态的buff消失时有[c]%概率额外行动一次
-- a[int buff大类型],b[int buff小类型],c[float]
[476] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local v1 = args[3]
local OnBuffEnd=function(buff)
if buff.caster~=role then
return
end
if buff.type~= t1 or buff.signType~=t2 then
return
end
BattleUtil.RandomAction(v1, function()
BattleLogic.InsertSkillRole(role)
end)
end
BattleLogic.Event:AddEvent(BattleEventName.BuffBeClear, OnBuffEnd,nil,nil,role)
end,
-- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,受到的伤害[e]改变[f]%,伤害类型[g]
--a[int],b[int],c[int 1:大于 2小于],d[int], e[改变类型]f[float],g[int 0所有伤害 1直接伤害 2:间接伤害 ]
[477] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local cp = args[3]
local num= args[4]
local ct = args[5]
local f1 = args[6]
local type = args[7]
local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if defRole==nil or defRole.Rage==nil then
return
end
if cp==1 and defRole.Rage<=num then
return
end
if cp==2 and defRole.Rage>=num then
return
end
if type==1 and not skill then
return
end
if type==2 and skill then
return
end
if BattleLogic.BuffMgr:HasBuff(defRole, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct)))
if func then func(dmgDeduction) end
end
end
BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveBeDamaging,nil,nil,role)
end,
-- 处于[a]效果[b]状态的目标,且怒气[c]于[d]点,造成的伤害[e]改变[f]%,伤害类型[g]
--a[int],b[int],c[int 1:大于 2小于],d[int], e[改变类型]f[float],g[int 0所有伤害 1直接伤害 2:间接伤害 ]
[478] = function(role, args,id,judge)
local t1 = args[1]
local t2 = args[2]
local cp = args[3]
local num= args[4]
local ct = args[5]
local f1 = args[6]
local type = args[7]
local onPassiveBeDamaging = function(func, atkRole, defRole, damage, skill, dotType)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if atkRole==nil or atkRole.Rage==nil then
return
end
if cp==1 and atkRole.Rage<=num then
return
end
if cp==2 and atkRole.Rage>=num then
return
end
if type==1 and not skill then
return
end
if type==2 and skill then
return
end
if BattleLogic.BuffMgr:HasBuff(atkRole, t1, function(buff) return buff.signType == t2 and buff.caster==role end) then
local dmgDeduction = damage - floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1, ct)))
if func then func(dmgDeduction) end
end
end
BattleLogic.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveBeDamaging,nil,nil,role)
end,
-- 己方神将被击杀,自身释放[a]技能,释放的技能类型为[b],技能追加的额外技能额外造成目标[c][d]%的伤害;并复活该神将回复[e]%血量,每回合只触发[f]次
-- a[int],b[int],c[int 属性id],d[float],e[float],f[int]
[479] = function(role, args,id,judge)
local f1 = args[1]
local f2 = args[2]
local f3 = args[3]
local dt = args[4]
local pro =args[5]
local time=args[6]
local addTime=0
local extTime=0
local deadTime=0
local insertSkill=nil
local onRoleHit = function(deadRole)
if role.isExile then
return
end
if addTime>=time then
return
end
if deadRole.camp==role.camp and not role:IsDead() then
addTime=addTime+1
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
insertSkill= role:InsertExtraSkill(f1,f2)
end)
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleHit,nil,nil,role)
-- 直接伤害后
local onPassiveDamaging = function(func, defRole, damage,skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
-- if extTime>=time then
-- return
-- end
--观音,这个被动只有额外技能才能触发 by王振兴 2021/1/21 17:48
if skill and skill.isAdd and skill==insertSkill then
--如果是boss 并且额外伤害是根据最大生命则返回
if (f3==12 or f3==13) and BattleUtil.CheckIsBoss(defRole) then
return
end
local val = floor(BattleUtil.FP_Mul(dt, defRole:GetRoleData(BattlePropList[f3])))
BattleUtil.FinalDamageCountShield(nil,role,defRole,val)
--extTime=extTime+1
end
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
local onRoleRealDead = function(deadRole)
if deadRole==role then
return
end
if deadTime>=time then
return
end
if deadRole.camp == role.camp and not role:IsDead() then
deadTime=deadTime+1
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延时一帧做处理我方场上所有单位都结算死亡以后再处理299被动回血
deadRole:SetRelive(pro,role)
end)
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead,nil,nil,role)
local onBattleRoundChange = function(func, caster)
extTime=0
addTime=0
deadTime=0
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange,nil,nil,role)
end,
}
return passivityList

View File

@ -28,6 +28,7 @@ local allEnemyDamage=0
local levelStarRecord
local hardStageId =0
local insertSkillRole=nil
local insertSkillRoleList=nil
--是否开启战斗日志
BattleLogic.IsOpenBattleRecord = false
--逻辑帧频
@ -60,6 +61,7 @@ function BattleLogic.Init(data, _userData, maxRound)
userData = _userData
hardStageId=data.nodeId
insertSkillRole=nil
insertSkillRoleList={}
BattleLogic.CurOrder = 0
BattleLogic.TotalOrder = #data.enemyData
BattleLogic.Clear()
@ -321,7 +323,7 @@ function BattleLogic.TurnRound(debugTurn)
--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
BattleLogic.WaitForTrigger(0.5,function()
-- 切换阵营
if not insertSkillRole then
if #insertSkillRoleList==0 and insertSkillRole==nil then
CurCamp = (CurCamp + 1) % 2
end
BattleLogic.CheckBattleLogic()
@ -345,8 +347,11 @@ function BattleLogic.CheckBattleLogic()
local SkillRole
local lastPos
--如果有插入行动的英雄,就先让插入的英雄行动
if insertSkillRole then
if insertSkillRoleList and #insertSkillRoleList>0 then
insertSkillRole=insertSkillRoleList[1]
SkillRole =insertSkillRole
table_removebyvalue(insertSkillRoleList,insertSkillRole)
--table.removebyvalue(insertSkillRoleList,insertSkillRole)
insertSkillRole=nil
--记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行
lastPos=CurSkillPos[CurCamp]
@ -430,8 +435,11 @@ end
--检测是否有插入得英雄
function BattleLogic.CheckHaveInsertRole()
if insertSkillRole then
if insertSkillRoleList and #insertSkillRoleList>0 then
insertSkillRole=insertSkillRoleList[1]
local SkillRole=insertSkillRole
--table.removebyvalue(insertSkillRoleList,insertSkillRole)
table_removebyvalue(insertSkillRoleList,insertSkillRole)
insertSkillRole=nil
-- 如果找不到下一个人,直接交换阵营
if not SkillRole then
@ -497,7 +505,7 @@ function BattleLogic.WaitForTrigger(delayTime, action)
end
function BattleLogic.InsertSkillRole(role)
insertSkillRole=role
table.insert(insertSkillRoleList,role)
end
function BattleLogic.CurFrame()

View File

@ -2,7 +2,7 @@ BreakArmor = Buff:New()
--初始化Buff通过传入一些自定义参数控制成长相关的数值
function BreakArmor:SetData(...)
self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视 6.机械猴子标记
self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视 6.机械猴子标记 7.逆风 8.顺风
self.signValue1,
self.signValue2=...
-- 刷新排序等级

View File

@ -144,6 +144,7 @@ BattleEventName = {
BuffTrigger = indexAdd(),
BuffBeAdd=indexAdd(),
BuffEnd = indexAdd(),
BuffBeClear = indexAdd(),
BuffCountChange = indexAdd(),
BuffCover = indexAdd(),
BuffRoundChange = indexAdd(),

View File

@ -229,6 +229,21 @@ function BattleUtil.RemoveNoDeadRole(arr)
end
end
end
--按怒气排序
function BattleUtil.SortByPos(arr, sort)
BattleUtil.Sort(arr, function(a, b)
local r1 = a.Rage
local r2 = b.Rage
if sort == 1 then
return a.position>b.position
else
return a.position<b.position
end
end)
return arr
end
--按怒气排序
function BattleUtil.SortByRage(arr, sort)
BattleUtil.Sort(arr, function(a, b)
@ -283,6 +298,62 @@ function BattleUtil.GetMaxTargetNum(chooseId)
end
end
function BattleUtil.GetSkillData(skillId,skinId)
local skillConfig=ConfigManager.TryGetConfigData(ConfigName.SkillLogicConfig,skillId)
if not skillId or not skillConfig then
return
end
local skill = {skillId}
--skill = {skillId, 命中时间, 持续时间, 伤害次数, {目标id1, 效果1, 效果2, ...},{目标id2, 效果3, 效果4, ...}, ...}
--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
local target = skillConfig.Target
local effectList = skillConfig.Effect
local effectArgsList = skillConfig.EffectValue
local eid = BattleUtil.GetCombatIdBySkin(skillId, skinId or 0)
local EffectCombat = ConfigManager.TryGetConfigData(ConfigName.CombatControl,eid)
skill[1] = skillId
skill[2] = EffectCombat.KeyFrame/1000
skill[3] = EffectCombat.SkillDuration/1000
skill[4] = EffectCombat.SkillNumber
local index = 1
for i = 1, #effectList do
local effectGroup = { target[i][1] } -- 效果目标
for j = 1, #effectList[i] do
local effect = { effectList[i][j] } -- 效果Id
for k = 1, #effectArgsList[index] do
effect[k + 1] = effectArgsList[index][k] -- 效果参数
end
effectGroup[j + 1] = effect
index = index + 1
end
skill[i + 4] = effectGroup
end
return skill
end
-- 获取技能表现id
function BattleUtil.GetCombatIdBySkin(skillId, skinId)
local skillConfig=ConfigManager.TryGetConfigData(ConfigName.SkillLogicConfig,skillId)
local effectIds = skillConfig.SkillDisplay
local eid=0
local skin = skinId or 0
if effectIds then
for i = 1, #effectIds do
if effectIds[i][1] == skin then
eid=effectIds[i][2]
end
end
end
if eid==0 then
eid=effectIds[1][2]
end
return eid
end
--
function BattleUtil.ChooseTarget(role, chooseId,queryType)
local chooseType = floor(chooseId / 100000) % 10
@ -448,17 +519,19 @@ function BattleUtil.ChooseTarget(role, chooseId,queryType)
arr=RoleManager.GetNeighbor(list[1], chooseType)
end
elseif chooseWeight ==15 then --我方阵亡
local aaa=RoleManager.GetDeadRole(role.camp)
if aaa~=nil then
--LogError(aaa.position)
end
if aaa then
aaa.isRealDead=false
arr={}
table.insert(arr,aaa)
end
-- return aaa
--BattleUtil.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local aaa=RoleManager.GetDeadRole(role.camp)
if aaa~=nil then
--LogError(aaa.position)
end
if aaa then
aaa.isRealDead=false
arr={}
table.insert(arr,aaa)
BattleUtil.SortByPos(arr, sort)
return {arr[1]}
end
--end)
elseif chooseWeight ==16 then --(血量百分比 含不灭)
BattleUtil.SortByHpFactor(arr, sort)
elseif chooseWeight ==17 then --怒气

View File

@ -42,7 +42,8 @@ function RoleData:SetValue(name, value)
"camp", self.role.camp,
"position", self.role.position,
"propId", name,
"value", value)
"value", value,
"change value", delta)
end
end
end

View File

@ -92,6 +92,7 @@ function RoleLogic:Init(uid, data, position)
self.ctrl_chaos = false --混乱
self.deadFilter = true -- 控制死亡置为false则角色暂时无法死亡
self.isSuppress = false
self.notAction = false --无法行动
self.isExile = false --是否放逐
self.reliveFilter = true -- 控制复活的标志位置为false角色将不再享受复活效果
self.reliveHPF = 1
@ -109,6 +110,10 @@ function RoleLogic:Init(uid, data, position)
self.isNormalAttackAddRage=true --普攻是否回复怒气
self.curMainTarget=nil --当前主目标
self.isAllBurn = false --是否视敌方全体为燃烧
self.sunTime = 0 --顺风次数
self.sunMaxTime = 0
self.niTime = 0 --逆风次数
self.niMaxTime = 0
self.suppressTime = 0 --被压制的次数
self.passiveList = {}
if data.passivity and #data.passivity > 0 then
@ -454,6 +459,9 @@ function RoleLogic:IsAvailable(skill)
if self.ctrl_palsy and self.Rage < self.SuperSkillRage then
return false
end
if self.notAction then
return false
end
return true
end
@ -619,7 +627,8 @@ function RoleLogic:InsertExtraSkill(id,type)
isTrigger=false
end
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
SkillManager.InsertSkill(self, effectData, skillType, nil, true, false,isTrigger)
local insertSkill=SkillManager.InsertSkill(self, effectData, skillType, nil, true, false,isTrigger)
return insertSkill
end
end

View File

@ -93,6 +93,7 @@ function this.AddDeadRole(role)
end
function this.GetDeadRole(type)
if RealDeadList and #RealDeadList>0 then
BattleUtil.SortByPos(RealDeadList,1)
for i = 1, #RealDeadList do
if RealDeadList[i].camp==type then
return RealDeadList[i]

View File

@ -27,6 +27,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
self.targets={}
self.skillDamage=0
self.AttactScale = 0 --用于追加的技能,设定其伤害的比例
self.effectiveTime = 0 --顺风/逆风生效次数
if isTriggerJudge~=nil then
self.isTriggerJudge=isTriggerJudge
else
@ -153,6 +154,7 @@ function Skill:EndSkill()
self.isTriggePassivity=false
self.triggerPassivityId={}
self.skillDamage=0
self.effectiveTime = 0
if self.castDoneFunc then self.castDoneFunc() end
self.targets={}
end)

View File

@ -1,4 +1,20 @@
v1.0.130
v1.0.138
1.同步战斗提jiao
v1.0.137
1.同步战斗提交
v1.0.136
1.同步战斗提交
v1.0.135
1.同步战斗提交
v1.0.134
1.被动474修改
v1.0.133
1.添加新英雄
v1.0.132
1.新增被动470
v1.0.131
1.疯体同步山河设计图表
v1.0.130
1.同步到凤体分支
v1.0.129
1.新英雄提交
@ -170,6 +186,8 @@ master_zh_test同步数据表2021_11_08_18_01_19
v1.0.73
1被动285修改
master_zh_test同步数据表2021_11_08_17_48_59
v1.0.73
1添加日志
v1.0.72
1第一期神魂技能
v1.0.71