战斗修改
parent
0181282032
commit
c4b2fdf92b
File diff suppressed because one or more lines are too long
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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@ -184,7 +184,6 @@ ConfigName = {
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Tips = "TipsConfig",
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Hongmeng = "Hongmeng",
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HongmengUp = "HongmengUp",
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NewHeroConfig = "NewHeroConfig",
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MainLevelBossConfig = "MainLevelBoss",
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ActivityGroups = "ActivityGroups",
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ArroGantFly = "ArroGantFly",
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@ -54,6 +54,7 @@ end
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--效果表
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local effectList = {
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--造成[a]%的[b]伤害
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--a[float],b[伤害类型]
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[1] = function(caster, target, args, interval, skill)
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@ -62,6 +63,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("造成伤害"..os:clock());
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end)
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end,
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--造成[a]%的[b]伤害【AOE】
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@ -180,7 +182,7 @@ local effectList = {
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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local dmg = BattleUtil.CalDamage(skill, caster, target, dt, f1)
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if f2==0 then
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if f2==0 or dmg==nil then
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return
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end
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BattleUtil.CalTreat(caster, caster, floor(dmg * f2),1,skill)
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@ -3137,6 +3139,49 @@ local effectList = {
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target:AddBuff(Buff.Create(caster, BuffName.Control, round, ctrType))
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end)
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end,
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--近战造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[160] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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local skillNumberTime=skill.skillnumberTime or nil
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if skillNumberTime and skillNumberTime[1][1]~=0 then
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for i = 1, #skillNumberTime do
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local index=i
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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--LogError("attackdamage"..os.date())
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--LogError("currentframe"..BattleLogic.CurFrame())
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end)
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end
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else
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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--LogError("attackdamage"..os.date())
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end)
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end
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end,
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--远程造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[161] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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end)
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end,
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-- --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。
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-- [160] = function(caster, target, args, interval, skill)
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-- local c1 = args[1]--持续回合数
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@ -3162,7 +3207,8 @@ local effectList = {
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--添加一个[a]印记,持续[b]回合
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--a[int]:7逆风风 8:顺风风
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[160] = function(caster, target, args, interval, skill)
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[162] = function(caster, target, args, interval, skill)
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local type = args[1]
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local round= args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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@ -3175,9 +3221,53 @@ local effectList = {
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target:AddBuff(Buff.Create(caster, BuffName.BreakArmor, round,type))
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end)
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end,
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--为目标添加[a]属性[b]%的御甲
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--近战造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[163] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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local skillNumberTime=skill.skillnumberTime or nil
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if skillNumberTime and skillNumberTime[1][1]~=0 then
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for i = 1, #skillNumberTime do
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local index=i
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BattleLogic.WaitForTrigger(skillNumberTime[index][2]/1000, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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-- LogError("触发"..index.."次"..skillNumberTime[index][2].."|"..interval)
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--LogError("attackdamage"..os.date())
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--LogError("currentframe"..BattleLogic.CurFrame())
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end)
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end
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else
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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--LogError("attackdamage"..os.date())
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end)
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end
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end,
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--远程造成[a]次,[b]%的[C]伤害
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--a[int],b[float],C[伤害类型]
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[164] = function(caster, target, args, interval, skill)
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local f1 = args[1]
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local dt = args[2]
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caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
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BattleLogic.WaitForTrigger(interval, function ()
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BattleUtil.CalDamage(skill, caster, target, dt, f1)
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end)
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end,
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--为目标添加[a]属性[b]%的御甲
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--a[int],b[float]
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[161] = function(caster, target, args, interval, skill)
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[165] = function(caster, target, args, interval, skill)
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local pro = args[1]
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local v1 = args[2]
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BattleLogic.WaitForTrigger(interval, function ()
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@ -3187,6 +3277,20 @@ local effectList = {
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end)
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end,
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--如果目标生命百分比小于等于[a]%,直接斩杀剩余所有血量(御甲无效)
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--a[float]
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[166] = function(caster, target, args, interval, skill)
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local prop = args[1]
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss then
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return
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end
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local curProp=BattleUtil.GetHPPencent(target)
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if curProp>prop then
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return
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end
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BattleUtil.Seckill(skill,caster,target)
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end,
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}
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return effectList
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@ -71,6 +71,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill)
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--
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if Effect[e.type] then
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Effect[e.type](caster, target, e.args, duration, skill)
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-- LogError("造成效果"..os.date())
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end
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end
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@ -135,13 +136,16 @@ function EffectCaster:Cast()
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local arr = self.effectTargets[i]
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if arr and #arr > 0 then
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-- Ч¹ûÑÓ³Ù1Ö¡ÉúЧ
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-- LogError("注册effect"..os.date())
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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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local count = math.min(chooseId % 10, #arr)
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if count == 0 then
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count = #arr
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end
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-- LogError("执行effect1"..os.date())
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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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@ -152,6 +156,7 @@ function EffectCaster:Cast()
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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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--LogError("执行effect2"..os.date())
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self:takeEffect(self.skill.owner, arr[j], effects, i, self.skill.hitTime, self.skill)
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end
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end
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@ -12720,5 +12720,78 @@ local passivityList = {
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onBattleRoundChange,nil,nil,role)
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end,
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--回合结束时,再次释放一次技能
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--a[int]
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[480]=function(role,args,id,judge)
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local num=args[1]
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local onRoundChange=function(round)
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if round<1 then
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return
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end
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role:AddSkill(BattleSkillType.Special, false,true, nil,true)
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEndBefore, onRoundChange,nil,nil,role)
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end,
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--释放技能如果造成减怒,对目标造成 减除怒气*属性[a][b]%的伤害,每回合最多触发[c]次
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--a[int],b[float],c[int]
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[481]=function(role,args,id,judge)
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local f1=args[1]
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local v1 =args[2]
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local num=args[3]
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local triggerNum=0
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local isTrigger=false
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local curRound=0
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local onRageChange=function(caster, target, deltaRage,type,value)
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if triggerNum>=num then
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return
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end
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if caster~=role then
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return
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end
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if type~=CountTypeName.Sub then
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return
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end
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if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(target) then
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return
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end
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local val = floor(BattleUtil.FP_Mul(v1*value, target:GetRoleData(BattlePropList[f1])))
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BattleUtil.FinalDamageCountShield(nil,role,target,val)
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isTrigger=true
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end
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local onSkillCastEnd=function(_skill)
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if _skill and not _skill.isTriggerJudge and judge==1 then
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return
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end
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if _skill.owner==role and (_skill.type==BattleSkillType.Special or _skill.type==BattleSkillType.Extra) then
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role.Event:AddEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,role)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCast,onSkillCastEnd,nil,nil,role)
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local onRoleTurn=function(_skill)
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if _skill and not _skill.isTriggerJudge and judge==1 then
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return
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end
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if isTrigger then
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triggerNum=triggerNum+1
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isTrigger=false
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end
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role.Event:RemoveEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,role)
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end
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role.Event:AddEvent(BattleEventName.SkillCastBefore,onRoleTurn,nil,nil,role)
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local onRoundChange=function(round)
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BattleLogic.WaitForTrigger(2,function()
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triggerNum=0
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end)
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curRound=round
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, onRoundChange,nil,nil,role)
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end,
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}
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return passivityList
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@ -286,6 +286,7 @@ function BattleLogic.TurnRound(debugTurn)
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return
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else
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-- 上一轮结束
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEndBefore, CurRound)
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEnd, CurRound)
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end
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end
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@ -430,6 +431,7 @@ function BattleLogic.CheckBattleLogic()
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end
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-- 释放技能后,递归交换阵营
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--RoleLogic
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SkillRole:CastSkill()
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end
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@ -492,7 +494,9 @@ end
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function BattleLogic.WaitForTrigger(delayTime, action)
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delayTime = BattleUtil.ErrorCorrection(delayTime)
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local delayFrame = floor(delayTime * BattleLogic.GameFrameRate + 0.5)
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if delayFrame == 0 then --0延迟的回调直接调用
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action()
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@ -500,6 +504,7 @@ function BattleLogic.WaitForTrigger(delayTime, action)
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end
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local item = actionPool:Get()
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item[1] = curFrame + delayFrame
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--LogError("curFrame"..curFrame+delayFrame)
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item[2] = action
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tbActionList:Add(item)
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end
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@ -563,6 +568,7 @@ function BattleLogic.Update()
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local action = tbActionList.buffer[index]
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if action[1] <= curFrame then
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action[2]()
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-- LogError("执行帧位"..action[1])
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actionPool:Put(action)
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tbActionList:Remove(index)
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else
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@ -54,7 +54,7 @@ BattleEventName = {
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BattleRoundStart = indexAdd(),
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BattleRoundChange = indexAdd(),
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BattleRoundEnd = indexAdd(),
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BattleRoundEndBefore = indexAdd(),
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RoleBeDamaged = indexAdd(),
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RoleDamage = indexAdd(),
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RoleBeDamagedBefore = indexAdd(),
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@ -242,6 +242,7 @@ RoleDataName = {
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InitRage = indexAdd(), --初始怒气值
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KongBonus = indexAdd(), --时空系伤害加成
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KongReduce = indexAdd(), --时空系伤害减免
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PlayerAddSkill = indexAdd(),--主角连击
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}
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-- 战斗表属性id对应战斗中属性数据
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@ -47,7 +47,7 @@ function MSkill:Init(owner, group, index, skillData,playerSkillIndex)
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self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
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-- 初始化
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local effects = {}
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for i=5, #effectData do
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for i=7, #effectData do
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table.insert(effects, effectData[i])
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end
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self.effectCaster = EffectCaster:New()
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@ -190,6 +190,7 @@ function RoleLogic:Init(uid, data, position)
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end
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-- 初始怒气值放在被动之后计算,使被动对初始怒气的影响生效
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self.Rage = self.Rage + self:GetRoleData(RoleDataName.InitRage)-- 当前怒气值
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--self.readyAction=data.readAction or (ConfigManager.TryGetConfigData(ConfigName.RoleConfig,self.roleId).ReadyAction or 0)
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end
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@ -562,15 +563,17 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets,isTrigger,isLoop)
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if self.ctrl_chaos then
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type=BattleSkillType.ChaosNormal
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--混乱普攻使用普攻特效
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
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-- effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}},self.skill[5],self.skill[6]}
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4], self.skill[5] , self.skill[6] ,{200221,{1,1,1}}}
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isTriggerJudge=false
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end
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if self.ctrl_lock then
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type=BattleSkillType.ChaosNormal
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--嘲讽普攻使用普攻特效
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}}}
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--effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}},self.skill[5],self.skill[6]}
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isTriggerJudge=false
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effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],self.skill[5] , self.skill[6] ,{200221,{1,1,1}}}
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end
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SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
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@ -9,15 +9,17 @@ function Skill:New()
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return o
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end
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function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudge) --type 0 异妖 1 点技 2 滑技
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function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudge,isSpuer) --type 0 异妖 1 点技 2 滑技
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self.type = type
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--skill = {技能ID, 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, ...}, ...}
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--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
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self.owner = role
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self.id = effectData[1] -- 技能ID
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self.hitTime = effectData[2] -- 效果命中需要的时间
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self.continueTime = effectData[3] -- 命中后伤害持续时间
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self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
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self.hitTime = effectData[2] -- 效果命中需要的时间a EffectCombat.KeyFrame
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self.continueTime = effectData[3] -- 命中后伤害持续时间 EffectCombat.SkillDuration
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self.attackCount = effectData[4] -- 伤害持续时间内伤害次数 EffectCombat.SkillNumber
|
||||
self.skillnumberTime = effectData[5] -- 多段伤害的每段触发时间
|
||||
self.AttackDisplaceOffset = effectData[6] -- 位移終點
|
||||
self.isTriggePassivity = false -- 是否一个技能只触发一次被动 true:每次释放技能只会触发一次
|
||||
self.triggerPassivityId={}
|
||||
self.isKill = false --是否技能击杀目标
|
||||
|
@ -33,9 +35,10 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
|
|||
else
|
||||
self.isTriggerJudge = true
|
||||
end
|
||||
self.isSpuer=isSpuer
|
||||
-- 初始化
|
||||
local effects = {}
|
||||
for i=5, #effectData do
|
||||
for i=7, #effectData do
|
||||
table.insert(effects, effectData[i])
|
||||
end
|
||||
self.effectCaster = EffectCaster:New()
|
||||
|
@ -63,6 +66,7 @@ end
|
|||
-- 释放技能
|
||||
-- func 技能释放完成回调
|
||||
function Skill:Cast(func)
|
||||
--基本是自身的dispose加回合切换的检测
|
||||
self.castDoneFunc = func
|
||||
self.isTriggePassivity=false
|
||||
self.triggerPassivityId={}
|
||||
|
@ -79,10 +83,14 @@ function Skill:Cast(func)
|
|||
return
|
||||
end
|
||||
--end
|
||||
--具体effect的触发,注册延迟造成伤害事件
|
||||
self.effectCaster:Cast()
|
||||
--LogError(self.id.."釋放完成"..os:clock())
|
||||
end
|
||||
self.owner.Event:DispatchEvent(BattleEventName.SkillCastBefore, self)
|
||||
-- 释放技能开始
|
||||
--playview的技能表现层通过这个触发,具体的在skillcaster里面的skillcast函数
|
||||
--LogError("timestart"..os.date())
|
||||
self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)
|
||||
-- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
|
||||
|
@ -90,13 +98,14 @@ function Skill:Cast(func)
|
|||
role.Event:DispatchEvent(BattleEventName.BeSkillCast, self)
|
||||
end)
|
||||
--技能的施法时间计算,根据当前目标id关联的持续时间,取其中时间最长的一个
|
||||
local duration = self.hitTime + self.continueTime
|
||||
--local duration = self.hitTime + self.continueTime+(self.skillnumberTime[1][1]==0 and 0 or self.skillnumberTime[#self.skillnumberTime][2]/1000)
|
||||
local duration = self.continueTime
|
||||
-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
|
||||
local time=1.2
|
||||
-- if self.id==1282 then
|
||||
-- time=1
|
||||
-- end
|
||||
BattleLogic.WaitForTrigger(duration + time, function()
|
||||
BattleLogic.WaitForTrigger(duration + time+((tonumber(self.skillnumberTime)==nil or self.skillnumberTime[1][1]==0) and 0 or self.skillnumberTime[#self.skillnumberTime][2])/1000, function()
|
||||
self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
|
||||
|
||||
|
@ -106,6 +115,7 @@ function Skill:Cast(func)
|
|||
end)
|
||||
-- 技能结束
|
||||
self:EndSkill()
|
||||
--LogError("end"..os.date())
|
||||
--技能消息发送完后 iskill 设置为false
|
||||
self.isKill=false
|
||||
end)
|
||||
|
|
|
@ -46,6 +46,22 @@ function this.AddMonsterSkill(skill)
|
|||
"pos", skill.owner.position,
|
||||
"type", BattleSkillType.Monster
|
||||
)
|
||||
--判断主角连击属性
|
||||
local addPro=skill.owner:GetRoleData(RoleDataName.Speed)
|
||||
if skill.owner.position==100 then
|
||||
BattleUtil.RandomAction(addPro,function()
|
||||
if skill.type == BattleSkillType.Monster then
|
||||
local addSkill=skill
|
||||
table.insert(this.MonsterSkillList, addSkill)
|
||||
BattleLogManager.Log(
|
||||
"Add Monster continue Skill",
|
||||
"camp", skill.owner.camp,
|
||||
"pos", skill.owner.position,
|
||||
"type", BattleSkillType.Monster
|
||||
)
|
||||
end
|
||||
end)
|
||||
end
|
||||
return skill
|
||||
end
|
||||
|
||||
|
@ -211,7 +227,7 @@ function this.Update()
|
|||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
if this.MonsterSkillList and #this.MonsterSkillList > 0 then
|
||||
local skill = this.MonsterSkillList[1]
|
||||
table.remove(this.MonsterSkillList, 1)
|
||||
|
|
|
@ -1,4 +1,10 @@
|
|||
v1.0.138
|
||||
v1.0.141
|
||||
1.同步战斗提jiao
|
||||
v1.0.140
|
||||
1.同步战斗提jiao
|
||||
v1.0.139
|
||||
1.同步战斗提jiao
|
||||
v1.0.138
|
||||
1.同步战斗提jiao
|
||||
v1.0.137
|
||||
1.同步战斗提交
|
||||
|
|
|
@ -575,8 +575,11 @@ public class FightDataUtil {
|
|||
}
|
||||
|
||||
private static LuaValue getEffectArgs(float[] effects) {
|
||||
int sizeX = effects.length;
|
||||
LuaValue effectValue = new LuaTable();
|
||||
if (effects == null){
|
||||
return effectValue;
|
||||
}
|
||||
int sizeX = effects.length;
|
||||
for (int j = 0; j < sizeX; j++) {
|
||||
effectValue.rawset(j + 1, LuaValue.valueOf(effects[j]));
|
||||
}
|
||||
|
@ -585,16 +588,20 @@ public class FightDataUtil {
|
|||
|
||||
private static List<LuaValue> getEffectArgs(int[][] effects) {
|
||||
List<LuaValue> effectValueList = new ArrayList<>();
|
||||
if (effects == null){
|
||||
return effectValueList;
|
||||
}
|
||||
int sizeY = effects.length;
|
||||
if (sizeY > 0) {
|
||||
for (int[] effect : effects) {
|
||||
int sizeX = effect.length;
|
||||
LuaValue effectValue = new LuaTable();
|
||||
for (int j = 0; j < sizeX; j++) {
|
||||
effectValue.rawset(j + 1, LuaValue.valueOf(effect[j]));
|
||||
}
|
||||
effectValueList.add(effectValue);
|
||||
if (sizeY == 0) {
|
||||
return effectValueList;
|
||||
}
|
||||
for (int[] effect : effects) {
|
||||
int sizeX = effect.length;
|
||||
LuaValue effectValue = new LuaTable();
|
||||
for (int j = 0; j < sizeX; j++) {
|
||||
effectValue.rawset(j + 1, LuaValue.valueOf(effect[j]));
|
||||
}
|
||||
effectValueList.add(effectValue);
|
||||
}
|
||||
return effectValueList;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue