Merge branch 'master_test_gn' of http://60.1.1.230/backend/jieling_server into master_test_gn

back_recharge
jiahuiwen 2021-12-08 13:20:02 +08:00
commit e754405dfe
27 changed files with 1197 additions and 243 deletions

View File

@ -144,8 +144,6 @@ end
function BattleMain.Execute(args, fightData, optionData)
_seed = args.seed
_type = args.type
print("战斗服type=="..args.type)
_maxRound = args.maxRound
_fightData = fightData
_optionData = optionData or {}
@ -226,7 +224,6 @@ function BattleMain.Execute(args, fightData, optionData)
-- 结果为2
resultList.result = 2
else
print("使用战斗结果===================")
resultList.result = BattleLogic.Result
end
resultList.curRound=curRound

View File

@ -1,8 +1,8 @@
local HardStage = {
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__fields = {
'Id',
'Chapter',
@ -47,25 +47,25 @@ __defaults = {
nil
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},
__refPoss = {
nil,
@ -80,7 +80,7 @@ __refPoss = {
nil,
nil,
nil,
{2,4,2.1,2,4,3,6.1,12.1,24.1,48.1,84.38},
{2,4,2.1,2,4,3,6.1,12.1,24.1,48.1,96.1,18.71},
nil,
nil,
nil,

File diff suppressed because one or more lines are too long

View File

@ -17,6 +17,8 @@ local BuffRegister = {
[BuffName.Brand] = "Brand",
[BuffName.Blood] = "Blood",
[BuffName.BanBlood] = "BanBlood",
[BuffName.SigilSign] = "SigilSign",
[BuffName.CommonSign] = "CommonSign",
}

View File

@ -84,7 +84,7 @@ local effectList = {
BattleUtil.RandomControl(f1, cb1, caster, target, f2,skill)
end)
end,
--[d]改变[a]属性[b]%,持续[c]秒
--[a]属性[b]%,持续[c]秒[d]改变
--a[属性],b[float],c[int],d[改变类型]
[4] = function(caster, target, args, interval, skill)
local pro1 = args[1]
@ -2517,6 +2517,304 @@ local effectList = {
target:AddBuff(buff)
end)
end,
--造成主角[a]*[b]攻击伤害
--a[int 1:等级 2.战斗力],b[int]
[132] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
end)
end,
--对目标造成玩家[a]*[b]的伤害,伤害的[c]%转化为生命,治疗生命百分比最[d]的英雄
--a[int 1:等级 2.战斗力],b[int],c[float],d[int 1:低 0:高]
[133] = function(caster, target, args, interval, skill)
local type=args[1]
local f1 = args[2]
local f2 = args[3]
local sort = args[4]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*f1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
local hp=floor(damage*f2)
local arr = RoleManager.NoOrder(function (r) return r.camp == caster.camp end,false,true)
BattleUtil.SortByHpFactor(arr,sort)
BattleUtil.CalTreatNoCrit(caster, arr[1],hp,1,skill)
end)
end,
--对目标造成主角[a]*[b]的伤害,并有[c]%概率给目标上[d]类型[e]效果buff持续[f]回合,buff具体参数1 [g]
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int],f[int],g[int]
[134] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
local p1 = args[3]
local t1 = args[4]
local t2 = args[5]
local r1 = args[6]
local v2 = args[7]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*v1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
if t1==BuffName.Control then
BattleUtil.RandomControl(p1,t2,caster,target,r1,skill)
elseif t1==BuffName.DOT then
BattleUtil.RandomDot(p1,t2,caster,target,r1,1,value*v2,skill)
end
end)
end,
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则[e]%概率给目标添加[f]类型[g]效果,持续[h]回合
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[float],f[int],g[int],h[int]
[135] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
local t1 = args[3]
local t2 = args[4]
local pro = args[5]
local t3 = args[6]
local t4 = args[7]
local r1 =args[8]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*v1)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
if t1==BuffName.DOT then
return buff.damageType==t2
end
end) then
if t3==BuffName.Control then
BattleUtil.RandomControl(pro,t4,caster,target,r1,skill)
end
end
end)
end,
--对目标造成主角[a]*[b]攻击伤害,目标每减少[c]个伤害增加[d]%
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
[136] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
local i1 = args[3]
local v1 = args[4]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
-- 改变值 = 技能最大目标数 - 当前目标数
local maxNum = skill:GetMaxTargetNum()
local curNum = #skill:GetDirectTargets()
local lessNum = max(maxNum - curNum, 0)
local level = math.floor(lessNum/i1)
local extra = BattleUtil.ErrorCorrection(level * v1)
local damage=floor(value*pro*(1+extra))
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
end)
end,
--对目标造成主角[a]*[b]攻击伤害,如果击杀目标,随机减少敌方[c]个神将[d]点怒气
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
[137] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
local i1 = args[3]
local v1 = args[4]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
if target.isDead then
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local arr = RoleManager.Query(function (r) return r.camp == target.camp end)
if arr and #arr>0 then
for i = 1, i1 do
local count = Random.RangeInt(1,#arr)
BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
end
end
end)
end
end)
end,
--技能目标如果大于[a],改变[b]目标[c]点怒气
--a[int],b[int],c[int]
[138] = function(caster, target, args, interval, skill)
local num = args[1]
local ct = args[2]
local v1 = args[3]
BattleLogic.WaitForTrigger(interval, function ()
local curNum = #skill:GetDirectTargets()
if curNum>num then
BattleUtil.CalRage(caster,target,v1,ct)
end
end)
end,
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则伤害改变[e][f]%
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[int],f[float]
[139] = function(caster, target, args, interval, skill)
local type=args[1]
local v1 = args[2]
local t1 = args[3]
local t2 = args[4]
local ct = args[5]
local v2 = args[6]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local add=0
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
if t1==BuffName.DOT then
return buff.damageType==t2
end
end) then
add=v2
end
local damage=floor(value*v1)
damage=floor(BattleUtil.CountValue(damage,add,ct))
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
end)
end,
--造成主角[a]*[b]攻击伤害,概率[c]改变[d]目标[e]点怒气
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int]
[140] = function(caster, target, args, interval, skill)
local type = args[1]
local pro = args[2]
local p1 = args[3]
local ct = args[4]
local v1 = args[5]
BattleLogic.WaitForTrigger(interval, function ()
local value=0
if type==1 then
value=caster.star
elseif type==2 then
value=caster.teamDamage
end
local damage=floor(value*pro)
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
BattleUtil.RandomAction(p1, function ()
BattleUtil.CalRage(caster,target,v1,ct)
end)
end)
end,
--概率[a]添加[b]类型[c]效果,[d]%概率无视免疫,持续[e]回合,参数1[f],参数2[g],参数3[h]
--a[float],b[int],c[int],d[float],e[int],f[int/float],g[int/float],h[int/float]
[141] = function(caster, target, args, interval, skill)
local pro=args[1]
local t1=args[2]
local t2=args[3]
local pro2=args[4]
local r1=args[5]
local v1=args[6]
local v2=args[7]
local v3=args[8]
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.RandomAction(pro,function()
local buff=nil
if t1==BuffName.Control then
buff=Buff.Create(caster, t1, r1,t2)
elseif t1==BuffName.Immune then
if t2==4 then --自定义免疫
local imms={}
if v1 then
table.insert(imms,v1)
end
if v2 then
table.insert(imms,v2)
end
if v3 then
table.insert(imms,v3)
end
local emmune=function(buff)
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(imms,buff.ctrlType)),caster
end
buff=Buff.Create(caster, t1, r1,t2,emmune)
else
buff=Buff.Create(caster, t1, r1,t2)
end
else
buff=Buff.Create(caster, t1, r1,t2)
end
target:AddBuff(buff,pro2)
end)
end)
end,
--概率[a]%为[b]阵营非[c]职业添加[d]类型[e]效果,[f]%概率无视免疫,持续[g]回合,参数1[h],参数2[i],参数3[j]
--a[float],b[int],c[int],d[int],e[int],f[float],g[int],h[int/float],i[int/float]
[142] = function(caster, target, args, interval, skill)
local pro=args[1]
local ele=args[2]
local job=args[3]
local t1=args[4]
local t2=args[5]
local pro2=args[6]
local r1=args[7]
local v1=args[8]
local v2=args[9]
local v3=args[10]
BattleLogic.WaitForTrigger(interval, function ()
if target.element~=ele and ele~=0 then
return
end
if target.job==job and job~=0 then
return
end
if t1==BuffName.CommonSign then
BattleUtil.RandomAction(pro,function()
local buff=Buff.Create(caster, t1, r1)
target:AddBuff(buff,pro2)
end)
end
end)
end,
--回复目标[a]属性[b]%的生命(最终治疗 不暴击,不受被动影响)
--a[int],b[float]
[143] = function(caster, target, args, interval, skill)
local pro=args[1]
local v1=args[2]
BattleLogic.WaitForTrigger(interval, function ()
local treat=floor(target:GetRoleData(RoleDataName.MaxHp)*v1)
BattleUtil.FinalTreat(caster,target,treat,1,skill)
end)
end,
}
return effectList

View File

@ -50,7 +50,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill)
e.args[i] = eff.args[i]
end
-- 检测被动技能对技能参数的影响
-- 检测被动技能对技能参数的影响
local function _PassiveCheck(pe)
if pe then
e = pe
@ -77,7 +77,7 @@ end
function EffectCaster:takeEffect(caster, target, effects, effectIndex, duration, skill)
for k=1, #effects do
-- 如果不是第一个效果对列的第一个效果则判断是否命中
-- 如果不是第一个效果对列的第一个效果则判断是否命中
if k ~= 1 and effectIndex == 1 then
if self:CheckTargetIsHit(target) then
self:DoEffect(caster, target, effects[k], duration, skill)
@ -93,25 +93,25 @@ function EffectCaster:ChooseTarget()
--
self.effectTargets = {}
self.targetIsHit = {}
-- 先计算出技能的目标
-- 先计算出技能的目标
for i=1, #self.effectList do
-- 是否重新选择目标
-- 是否重新选择目标
local isReTarget = true
if self.targets and self.targets[i] then
self.effectTargets[i] = self.targets[i]
-- 判断是否有有效目标
-- 判断是否有有效目标
for _, role in ipairs(self.effectTargets[i]) do
if not role:IsRealDead() then
isReTarget = false
end
end
end
-- 重新选择目标
-- 重新选择目标
if isReTarget then
local effectGroup = self.effectList[i]
local chooseId = effectGroup.chooseId
self.effectTargets[i] = BattleUtil.ChooseTarget(self.skill.owner, chooseId)
-- 检测被动对攻击目标的影响
-- 检测被动对攻击目标的影响
if i == 1 then
local function _PassiveTarget(targets)
self.effectTargets[i] = targets
@ -122,19 +122,19 @@ function EffectCaster:ChooseTarget()
end
end
-- 释放技能
-- func 技能释放完成回调
-- 释放技能
-- func 技能释放完成回调
function EffectCaster:Cast()
-- 选择目标
-- 选择目标
self:ChooseTarget()
-- 对目标造成相应的效果
-- 对目标造成相应的效果
for i=1, #self.effectList do
local effectGroup = self.effectList[i]
local chooseId = effectGroup.chooseId
local arr = self.effectTargets[i]
if arr and #arr > 0 then
-- 效果延迟1帧生效
-- 效果延迟1帧生效
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function()
local effects = effectGroup.effects
local weight = math.floor(chooseId % 10000 / 100)
@ -145,10 +145,10 @@ function EffectCaster:Cast()
table.sort(arr, function(a, b)
return a.position < b.position
end)
-- 全部同时生效
-- 全部同时生效
for j=1, count do
if arr[j] and not arr[j]:IsRealDead() then
-- 检测是否命中
-- 检测是否命中
if i == 1 then
self.targetIsHit[arr[j]] = BattleUtil.CheckIsHit(self.skill.owner, arr[j],self.skill)
end
@ -160,7 +160,7 @@ function EffectCaster:Cast()
end
end
-- 遍历技能命中目标
-- 遍历技能命中目标
function EffectCaster:ForeachTargets(func)
local targets = self:GetDirectTargets()
for _, role in ipairs(targets) do
@ -170,7 +170,7 @@ function EffectCaster:ForeachTargets(func)
end
end
-- 获取直接选择目标Id
-- 获取直接选择目标Id
function EffectCaster:GetDirectChooseId()
local effectGroup = self.effectList[1]
local chooseId = effectGroup.chooseId
@ -178,12 +178,12 @@ function EffectCaster:GetDirectChooseId()
end
-- 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)
-- 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)
function EffectCaster:GetDirectTargets()
return self.effectTargets[1]
end
-- 获取直接目标,不包含miss的目标,可能为空
-- 获取直接目标,不包含miss的目标,可能为空
function EffectCaster:GetDirectTargetsNoMiss()
local list = {}
for _, role in ipairs(self.effectTargets[1]) do
@ -194,7 +194,7 @@ function EffectCaster:GetDirectTargetsNoMiss()
return list
end
-- 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
-- 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
function EffectCaster:GetDirectTargetsNoExile()
local list = {}
for _, role in ipairs(self.effectTargets[1]) do
@ -205,7 +205,7 @@ function EffectCaster:GetDirectTargetsNoExile()
return list
end
-- 获取直接目标和没有被放逐的目标,不包含不灭可能为空
-- 获取直接目标和没有被放逐的目标,不包含不灭可能为空
function EffectCaster:GetDirectTargetsNoNODead()
local list = {}
for _, role in ipairs(self.effectTargets[1]) do
@ -216,7 +216,7 @@ function EffectCaster:GetDirectTargetsNoNODead()
return list
end
-- 获取技能目标最大人数
-- 获取技能目标最大人数
function EffectCaster:GetMaxTargetNum()
local mainEffect = self.effectList[1]
if not mainEffect then
@ -225,7 +225,7 @@ function EffectCaster:GetMaxTargetNum()
return BattleUtil.GetMaxTargetNum(mainEffect.chooseId)
end
-- 判断是否命中
-- 判断是否命中
function EffectCaster:CheckTargetIsHit(role)
return self.targetIsHit[role]
end

View File

@ -2444,13 +2444,17 @@ local passivityList = {
-- [129] = {},
-- 死亡后持续战斗两回合期间受伤不致死,[a]回合后自动死亡。期间技能伤害降低[b]%无法触发追击效果且死后无法被复活。受到伤害[c]改变
-- a[int]b[float]c[改变类型]
-- 死亡后持续战斗两回合期间受伤不致死,[a]回合后自动死亡。期间技能伤害降低[b]%无法触发追击效果且死后无法被复活。受到伤害[c]改变,[d]%概率不会直接死亡,回复[e]%生命,伤害转化为输出比例[f]%
-- a[int],b[float],c[改变类型],d[float],e[float],f[float]
[130] = function(role, args)
local i1 = args[1]
local f1 = args[2]
local ct = args[3]
local p1 = args[4]
local p2 = args[5]
local p3 = args[6]
role.isHaveNoDead = true
local isTrigger=false
-- 角色死亡时
local onRoleDead = function(atkRole)
-- -- 暂时不能死
@ -2480,9 +2484,12 @@ local passivityList = {
-- end
-- end
-- role.Event:AddEvent(BattleEventName.RoleTurnEnd, onRoleTurnEnd)
local buff = Buff.Create(role, BuffName.NoDead, i1, f1, ct, false)
if isTrigger then
return
end
local buff = Buff.Create(role, BuffName.NoDead, i1, f1, ct, false,p1,p2,p3)
BattleLogic.BuffMgr:AddBuff(role, buff)
isTrigger=true
end
role.Event:AddEvent(BattleEventName.RoleDead, onRoleDead,nil,nil,role)
end,
@ -3910,16 +3917,20 @@ local passivityList = {
-- a[float]
[187] = function(role, args,id,judge)
local f1 = args[1]
local isMustCrit=false
local function onSkillCast(skill)
if skill.type == BattleSkillType.Normal then
role.data:AddValue(RoleDataName.Crit, f1)
-- role.data:AddValue(RoleDataName.Crit, f1)
isMustCrit=role.mustCrit
role.mustCrit=true
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
local function onSkillCastEnd(skill)
if skill.type == BattleSkillType.Normal then
role.data:SubValue(RoleDataName.Crit, f1)
--role.data:SubValue(RoleDataName.Crit, f1)
role.mustCrit=isMustCrit
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd,nil,nil,role)
@ -4150,7 +4161,7 @@ local passivityList = {
table.insert(ctrls,ctr3)
end
local immune = function(buff)
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType))
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType)),role
end
local curBuff=nil
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
@ -5085,14 +5096,21 @@ local passivityList = {
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange,nil,nil,role)
end,
-- 我方每有一个[a]武将,自身[d]改变[b]的[c],可叠加(第一回合开始时生效)
-- a[元素],b[float],c[属性],d[改变类型]
-- 我方每有一个[a]武将,自身[b]%的[c]属性[d]改变,[e]%的[f]属性[g]改变 范围类型[h] 可叠加(第一回合开始时生效)
-- a[元素],b[float],c[属性],d[改变类型],e[float],f[int],g[int 改变类型],h[int 0/不填 自身 1:全体]
[235] = function(role, args)
local ele = args[1]
local f1 = args[2]
local pro = args[3]
local ct = args[4]
local f2 = args[5]
local pro2 = args[6]
local ct2 = args[7]
local type = args[8]
if not args[8] then
type=0
end
local function _OnRoundChange(curRound)
if curRound == 1 then
local list = RoleManager.Query(function(r)
@ -5100,7 +5118,27 @@ local passivityList = {
end)
--
local num = #list
BattleUtil.AddProp(role, pro, f1*num, ct)
if type==0 then
--BattleUtil.AddProp(role, pro, f1*num, ct)
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1*num, ct)
role:AddBuff(buff)
if f2 and pro2 and ct2 then
local buff2 = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro2], f2*num, ct2)
role:AddBuff(buff2)
end
else
local list2 = RoleManager.Query(function(r)
return r.camp == role.camp
end)
for i = 1, #list2 do
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1*num, ct)
list2[i]:AddBuff(buff)
if f2 and pro2 and ct2 then
local buff2 = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro2], f2*num, ct2)
list2[i]:AddBuff(buff2)
end
end
end
end
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, _OnRoundChange,nil,nil,role)
@ -5626,12 +5664,20 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
end,
--技能击杀目标溢出伤害的[a]%将对生命百分比最高的攻击目标造成伤害
-- a[float]
--技能击杀目标溢出伤害的[a]%将对生命百分比最高的攻击目标造成伤害,并降低其[b]点怒气,每回合最多减[c]点怒气
-- a[float],b[int],c[int]
[257]=function(role,args,id,judge)
local f1 = args[1]
local dt = args[2]
local num = args[2]
local maxNum=args[3]
if not args[2] then
num=0
end
if args[3]==nil then
maxNum=6
end
local point=nil
local curNum=0
-- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isTriggerJudge and judge==1 then
@ -5643,16 +5689,26 @@ local passivityList = {
list = BattleUtil.SortByHpFactor(list,0)
-- if not list[1]:IsDead() then
if list then
if not point then
point=list[1]
end
BattleUtil.FinalDamage(nil,role,point,dmg)
if not point then
point=list[1]
end
BattleUtil.FinalDamage(nil,role,point,dmg)
if curNum>=maxNum then
return
end
if num>0 then
BattleUtil.CalRage(role,point,num,CountTypeName.Sub)
curNum=curNum+num
end
end
-- end
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
local onRoundChange=function()
curNum=0
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
end,
--技能追加的普攻额外造成目标[a][b]%的伤害。,生命每下降[c]%,额外生命百分比加[d]%(c d 不填不增加)
--a[int 属性id] b[float],c[float],d[float]
@ -5996,7 +6052,7 @@ local passivityList = {
local sta3=args[3]
local skiller=nil
local immune = function(buff)
return buff.type == BuffName.DOT and (buff.damageType==sta2 or buff.damageType==sta3)
return buff.type == BuffName.DOT and (buff.damageType==sta2 or buff.damageType==sta3),role
end
local curBuff=nil
@ -6142,7 +6198,7 @@ local passivityList = {
local sta3=args[3]
local skiller=nil
local immune = function(buff)
return buff.type == BuffName.Control
return buff.type == BuffName.Control,role
end
local curBuff=nil
local immuneState=false
@ -6236,7 +6292,11 @@ local passivityList = {
for i = 1, #list do
if i<=num then
if not list[i]:IsDead() then
local buff=Buff.Create(role, BuffName.Immune,round,1)
local ctrls={1,2,7}
local immune = function(buff)
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType)),role
end
local buff=Buff.Create(role, BuffName.Immune,round,4,immune)
list[i]:AddBuff(buff)
end
end
@ -7138,7 +7198,7 @@ local passivityList = {
table.insert(ctrls,ctr3)
end
local immune = function(buff)
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType))
return buff.type == BuffName.Control and (BattleUtil.ChecklistIsContainValue(ctrls,buff.ctrlType)),role
end
-- 释放技能后
local onSkillEnd = function(skill)
@ -9450,15 +9510,28 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, passiveDmg,nil,nil,role)
end,
-- 技能治疗的目标[a]属性[b]改变[c]%,持续[d]回合
-- a[int],b[改变类型],c[float],d[int]
-- 技能治疗的目标[a]属性[b]改变[c]%,持续[d]回合 buff类型[e]
-- a[int],b[改变类型],c[float],d[int],e[int 0/不填:可叠加;1:不叠加 ]
[384] = function(role, args,id,judge)
local f1 = args[1]
local ct = args[2]
local v1 = args[3]
local round = args[4]
local type = args[5]
if args[5]==nil then
type=0
end
local addBuff=nil
local onPassiveTreatingFactor = function(func, target)
target:AddBuff(Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[f1], v1,ct))
if type==1 and BattleLogic.BuffMgr:HasBuff(target,BuffName.PropertyChange,function(buff) return addBuff~=nil and buff==addBuff end) then
addBuff.roundDuration=round
addBuff.roundPass=0
else
addBuff=Buff.Create(role, BuffName.PropertyChange, round, BattlePropList[f1], v1,ct)
target:AddBuff(addBuff)
end
end
local function onSkillCast(skill)
@ -9739,6 +9812,357 @@ local passivityList = {
--role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
end,
-- 受到[a]类型[b]状态敌人攻击时受到伤害[c]改变 状态层数*[d]%, 伤害类型为[e]
-- a[int],b[int],c[int 改变类型],d[float],e[int](e 不填/0不区别是否为直接伤害)
[392] = function(role, args)
local t1 = args[1]
local t2 = args[2]
local ct = args[3]
local f1 = args[4]
local type = args[5]
if not type then
type=0
end
local onPassiveBeDamaging = function(func, caster, damage,skill)
if type==1 and not skill then
return
end
local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==caster and buff.type==t1 and buff.damageType==t2 end)
local len=BattleUtil.LengthOfTable(list)
if len>0 then
local dmgDeduction = floor(BattleUtil.ErrorCorrection(BattleUtil.CountValue(damage, f1*len, ct)-damage))
if func then func(dmgDeduction) end
end
end
role.Event:AddEvent(BattleEventName.PassiveBeDamaging, onPassiveBeDamaging,nil,nil,role)
end,
--改变[a]目标身上[b]类型[c]状态buff层数*[d]%的暴击伤害
--a[int],b[int],c[ind],d[float]
[393]=function(role,args,id,judge)
local ct=args[1]
local t1=args[2]
local t2 = args[3]
local v1 = args[4]
local addCritDamageFa=function(func,atkRole,defRole)
local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==defRole and buff.type==t1 and buff.damageType==t2 end)
local len=BattleUtil.LengthOfTable(list)
if len>0 then
if func then
func(v1*len,ct)
end
end
end
role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role)
end,
--技能追加的普攻额外造成目标[a]属性*[b]类型[c]状态的层数*[d]的伤害
--a[int 属性id] b[int],c[int],d[float]
[394]=function(role,args,id,judge)
local f1 = args[1]
local t1 = args[2]
local t2 = args[3]
local v1 = args[4]
-- 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 skill and skill.type == BattleSkillType.Normal and skill.isAdd and skill.owner==role then
--如果是boss 并且额外伤害是根据最大生命则返回
if (f1==12 or f1==13) and BattleUtil.CheckIsBoss(defRole) then
return
end
local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.target==defRole and buff.type==t1 and buff.damageType==t2 end)
local len=BattleUtil.LengthOfTable(list)
if len==0 then
return
end
if (f1==12 or f1==13) then
local val = floor(BattleUtil.FP_Mul(len*v1, defRole:GetRoleData(BattlePropList[f1])))
BattleUtil.FinalDamageCountShield(nil,role,defRole,val)
end
end
end
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
end,
--自身添加的免疫buff,免疫一次[a]类型buff,自身回复[b]点怒气,每回合最多触发[c]次
--a[int buff类型],b[int],c[int]
[395]=function(role,args,id,judge)
local type=args[1]
local num=args[2]
local time=args[3]
local timeList={}
local onBuffImmune=function(buff,target,immCaster)
if immCaster~=role then
return
end
if buff.type~=type then
return
end
if timeList[target.position] and timeList[target.position]==time then
return
end
BattleUtil.CalRage(role,target,num,CountTypeName.Add)
if timeList[target.position] then
timeList[target.position]=timeList[target.position]+1
else
timeList[target.position]=1
end
end
BattleLogic.Event:AddEvent(BattleEventName.ImmuneDebuffSuccess,onBuffImmune,nil,nil,role)
local onRoundChange=function()
timeList={}
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
end,
--直接伤害击杀目标自身增加[a]点怒气,并偷取目标[b]%的[c]属性在下次攻击种释放
-- a[int],b[float],c[int]
[396] = function(role, args,id,judge)
local i1 = args[1]
local p1 = args[2]
local pro= args[3]
local isKill=false
local addAttack=0
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
isKill=true
addAttack=addAttack+floor(defRole:GetRoleData(BattlePropList[pro])*p1)
end
end
local onSkillCast=function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
addAttack=0
role.Event:AddEvent(BattleEventName.RoleHit, OnRoleHit,nil,nil,role)
end
role.Event:AddEvent(BattleEventName.SkillCast,onSkillCast,nil,nil,role)
local onSkillCastEnd=function(skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if isKill then
BattleUtil.CalRage(role, role, i1, CountTypeName.Add)
role.addAttack=addAttack
isKill=false
else
addAttack=0
role.addAttack=0
end
role.Event:RemoveEvent(BattleEventName.RoleHit, OnRoleHit,nil,nil,role)
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
end,
--[a]类型[b]效果命中后,[c]改变目标[d]属性[e]%,持续[f]回合,如果目标为[g]阵营,[h]改变目标[i]属性[j]% 持续[k]回合(不可叠加)
--a[int],b[int],c[int 改变类型],d[int],e[float],f[int],g[int],h[int 改变类型],i[int],j[float],k[int]
[397] = function(role, args)
local t1 = args[1]
local t2 = args[2]
local ct = args[3]
local f1 = args[4]
local v1 = args[5]
local r1 = args[6]
local ele = args[7]
local ct2 = args[8]
local f2 = args[9]
local v2 = args[10]
local r2 = args[11]
local buff1 = nil
local buff2 = nil
local OnBuffCaster = function(buff)
if buff.type==t1 and buff.shieldType==t2 then
if buff.shieldValue==0 then
local isHave1=BattleLogic.BuffMgr:HasBuff(buff.target,BuffName.PropertyChange,function(buff) return buff1~=nil and buff==buff1 end)
if isHave1 then
buff1.roundDuration=r1
buff1.roundPass=0
else
buff1=Buff.Create(role, BuffName.PropertyChange, r1, BattlePropList[f1], v1, ct)
buff.target:AddBuff(buff1)
end
--未完待续
if buff.target.element==ele then
local isHave2=BattleLogic.BuffMgr:HasBuff(buff.target,BuffName.PropertyChange,function(buff) return buff2~=nil and buff==buff2 end)
if isHave2 then
buff2.roundDuration=r1
buff2.roundPass=0
else
buff2=Buff.Create(role, BuffName.PropertyChange, r2, BattlePropList[f2], v2, ct2)
buff.target:AddBuff(buff2)
end
end
end
end
end
role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffCaster,nil,nil,role)
end,
--回合结束时,敌方处于[a]类型[b]状态的目标会扣除[c]属性[d]%的生命
--a[int],b[int],c[int],d[float]
[398]=function(role,args,id,judge)
local t1=args[1]
local t2=args[2]
local pro=args[3]
local v1 =args[4]
local onRoundChange=function(round)
if round==0 then
return
end
local list = RoleManager.Query(function(v) return role.camp ~= v.camp end)
for _, r in pairs(list) do
if BattleLogic.BuffMgr:HasBuff(r, t1,nil) then
if pro==12 and not BattleUtil.CheckIsBoss(r) then
local damage= floor(r:GetRoleData(BattlePropList[pro])*v1)
BattleUtil.FinalDamageCountShield(false,role,r,damage)
end
end
end
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, onRoundChange,nil,nil,role)
end,
-- 概率[a]给技能目标添加[b]类型[c]效果的buff,持续[d]回合
-- a[float],b[int],c[int],d[int]
[399] = function(role, args,id,judge)
local pro = args[1]
local t1 = args[2]
local t2 = args[3]
local round=args[4]
-- 释放技能后
local onRoleHit = function(defRole,damge,bcrit,finalDamage,damagetype,skill)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill and skill.type==BattleSkillType.Special then
BattleUtil.RandomAction(pro,function()
local buff = Buff.Create(role,t1,round)
defRole:AddBuff(buff)
end)
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
end,
--处于[a]类型[b]状态的目标,怒气大于等于[c]点每次受到[d]阵营技能攻击,额外降低[e]点怒气,怒气小于[f]点,受到[g]阵营攻击暴击率改变[h][i]%
--a[int],b[int],c[int],d[int],e[int],f[int],g[int],h[int],i[float]
[400]=function(role, args,id,judge)
local t1=args[1]
local t2=args[2]
local n1=args[3]
local ele1=args[4]
local n2=args[5]
local n3=args[6]
local ele2=args[7]
local ct=args[8]
local v1=args[9]
local onRoleHit = function(atkRole, defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
if not skill then
return
end
if atkRole.camp~=role.camp or defRole.camp==role.camp then
return
end
if atkRole.element~=ele1 then
return
end
if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then
return
end
local ishave=BattleLogic.BuffMgr:HasBuff(defRole,t1,function(buff)
-- if buff.Type==BuffName.SigilSign then
-- LogError("t1==="..t1)
return true
-- end
end)
if ishave then
if defRole.Rage>=n1 then
BattleUtil.CalRage(role,defRole,n2,CountTypeName.Sub)
end
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleDamage, onRoleHit,nil,nil,role)
local addCrit=function(critFunc,atkRole,defRole,skill)
if not skill then
return
end
if atkRole.camp~=role.camp or defRole.camp==role.camp then
return
end
if atkRole.element~=ele2 then
return
end
local ishave=BattleLogic.BuffMgr:HasBuff(defRole,t1,function(buff)
-- if t1==BuffName.SigilSign then
return true
-- end
end)
if ishave then
if defRole.Rage<n3 then
if critFunc then
critFunc(v1,ct)
end
end
end
end
BattleLogic.Event:AddEvent(BattleEventName.TemporaryChangeCrit,addCrit,nil,nil,role)
end,
--有[a]%概率使目标多附加[b]层效果,[c]%概率使目标多附加[d]层效果;效果为[e]类型[f]效果
--a[float],b[int],c[float],d[int],e[int],f[int]
[401]=function(role, args,id,judge)
local p1=args[1]
local v1=args[2]
local p2=args[3]
local v2=args[4]
local t1=args[5]
local t2=args[6]
local OnBuffStart = function(buff)
-- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
-- buff=buff1
if buff.skill==nil or buff.skill.type~=BattleSkillType.Special then
return
end
if buff.type~=BuffName.DOT or buff.damageType~=t2 then
return
end
local add=0
local rand=Random.Range01()
if rand<=p2 then
add=v2
end
if rand<=p1 and add==0 then
add=v1
end
local buffTarget={}
buffTarget=buff.target
if add>0 then
for i = 1, add do
local newBuff = Buff.Create(buff.caster, BuffName.DOT, buff.duration, 1,1,buff.damagePro)
newBuff.skill=nil
newBuff.isRealDamage=true
buff.target:AddBuff(newBuff)
end
end
--end)
end
role.Event:AddEvent(BattleEventName.BuffCaster, OnBuffStart,nil,nil,role)
end
}
return passivityList

View File

@ -278,7 +278,7 @@ function BattleLogic.TurnRound(debugTurn)
-- 检测一次灵兽技能
SkillManager.CheckMonsterSkill(function()
--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(0.2,function()
BattleLogic.WaitForTrigger(0.5,function()
-- 进入新轮
BattleLogic.CheckBattleLogic()
end)
@ -288,7 +288,7 @@ function BattleLogic.TurnRound(debugTurn)
-- 检测一次灵兽技能
SkillManager.CheckMonsterSkill(function()
--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(0.2,function()
BattleLogic.WaitForTrigger(0.5,function()
-- 切换阵营
if not insertSkillRole then
CurCamp = (CurCamp + 1) % 2
@ -494,7 +494,6 @@ function BattleLogic.Update()
or BattleLogic.Type == BATTLE_SERVER_TYPE.CarPersonFight
or BattleLogic.Type == BATTLE_SERVER_TYPE.NewArenaFight then -- 好友切磋
if allHeroDamage>allEnemyDamage then
print("============="..allHeroDamage.." "..allEnemyDamage)
BattleLogic.BattleEnd(1)
else
BattleLogic.BattleEnd(0)

View File

@ -0,0 +1,33 @@
BanBlood = 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 BanBlood:SetData(...)
-- 刷新排序等级
self.sort = 4
end
--初始化后调用一次
function BanBlood:OnStart()
self.target.isBanBlood = true
end
--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
function BanBlood:OnTrigger()
return true
end
--效果结束时调用一次
function BanBlood:OnEnd()
self.target.isBanBlood = false
end
--只有当cover字段为true时触发,返回true则被新效果覆盖
function BanBlood:OnCover(newBuff)
return true
end
return BanBlood

View File

@ -5,11 +5,16 @@ function Blood:SetData(...)
-- 刷新排序等级
self.bloodValue=...
self.sort = 4
end
function Blood:AddValue(value)
local passiveChange=function(addValue)
value=value+addValue
end
BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,value)
self.bloodValue=self.bloodValue+value
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,value)
end
@ -19,6 +24,10 @@ end
--初始化后调用一次
function Blood:OnStart()
self.target.bloodShield = self
local passiveChange=function(addValue)
self.bloodValue=self.bloodValue+addValue
end
BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
end
function Blood:GetCurValue()
@ -37,7 +46,7 @@ function Blood:OnEnd()
self.bloodValue=0
end
--计算血甲
function Blood:CountBloodValue(damage)
function Blood:CountBloodValue(damage,atkRole)
local finalDamage=0
self.bloodValue=self.bloodValue-damage
if self.bloodValue<=0 then
@ -47,8 +56,9 @@ function Blood:CountBloodValue(damage)
local value=0
if self.bloodValue<=0 then
value=0
self.bloodValue=0
end
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),atkRole)
return finalDamage
end

View File

@ -0,0 +1,57 @@
CommonSign = 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 CommonSign:SetData(...)
self.signType=...
-- 刷新排序等级
self.sort = 4
end
local onRageChange=function(caster,target,func,type,value)
-- local buff=Buff.Create(caster,BuffName.Control,1,7)
-- target:AddBuff(buff)
if type==CountTypeName.Sub and target.camp~=caster.camp then
BattleUtil.RandomControl(0.5,7,caster,target,1)
end
end
local onSkillCast=function(skill)
if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then
return
end
skill.owner.Event:AddEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,skill.owner)
end
local onSkillCastEnd=function(skill)
if skill.type~=BattleSkillType.Special and skill.type~=BattleSkillType.Extra and skill.type~=BattleSkillType.DeadSkill then
return
end
skill.owner.Event:RemoveEvent(BattleEventName.RecordRageChange,onRageChange,nil,nil,skill.owner)
end
--初始化后调用一次
function CommonSign:OnStart()
self.target.Event:AddEvent(BattleEventName.SkillCast,onSkillCast,nil,nil,self.target)
self.target.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,self.target)
end
--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
function CommonSign:OnTrigger()
return true
end
--效果结束时调用一次
function CommonSign:OnEnd()
self.target.Event:RemoveEvent(BattleEventName.SkillCast,onSkillCast,nil,nil,self.target)
self.target.Event:RemoveEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,self.target)
end
--只有当cover字段为true时触发,返回true则被新效果覆盖
function CommonSign:OnCover(newBuff)
return true
end
return CommonSign

View File

@ -16,7 +16,6 @@ function DOT:SetData(...)
-- self.cover = false
-- self.layer = nil
--end
-- 刷新排序等级
self.sort = 2
-- if self.damageType == 3 then -- 流血buff在行动之后刷新

View File

@ -1,23 +1,7 @@
-- 免疫效果
Immune = Buff:New()
local immune0 = function(buff)
return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT
end
local immune1 = function(buff)
return buff.type == BuffName.Control
end
local immune2 = function(buff)
return buff.type == BuffName.DOT
end
local immune3 = function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
end
--免疫控制不免疫禁疗
local immune5 = function(buff)
return buff.type == BuffName.Control and buff.ctrlType and buff.ctrlType~=4
end
@ -30,10 +14,31 @@ function Immune:SetData(type,func)
-- 刷新排序等级
self.sort = 4
end
local immune0 = nil
local immune1 = nil
local immune2 = nil
local immune3 = nil
--免疫控制不免疫禁疗
local immune5 = nil
--初始化后调用一次
function Immune:OnStart()
immune0=function(buff)
return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT,self.caster
end
immune1=function(buff)
return buff.type == BuffName.Control,self.caster
end
immune2 = function(buff)
return buff.type == BuffName.DOT,self.caster
end
immune3 = function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce,self.caster
end
immune5 =function(buff)
return buff.type == BuffName.Control and buff.ctrlType and buff.ctrlType~=4,self.caster
end
if self.immuneType == 0 then --免疫负面状态(控制状态、减益状态和持续伤害状态)
self.target.buffFilter:Add(immune0)
elseif self.immuneType == 1 then --免疫控制状态

View File

@ -4,7 +4,10 @@ NoDead = Buff:New()
function NoDead:SetData(...)
self.damageFactor,
self.factorCT,
self.isCanRelive = ... -- buff期间的增伤系数
self.isCanRelive,
self.pro,
self.v1,
self.changePro = ... -- buff期间的增伤系数
self.cover = true --控制效果可被覆盖
-- 刷新排序等级
self.sort = 4
@ -24,7 +27,7 @@ end
-- 记录承受伤害
function NoDead:OnRoleBeHit(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill ) and atkRole.camp~=self.target.camp then
self.recordDamage=self.recordDamage+math.floor(damage*0.1)
self.recordDamage=self.recordDamage+math.floor(damage*self.changePro)
end
end
@ -62,7 +65,19 @@ function NoDead:OnEnd()
self.target.Event:RemoveEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
end
--self.target.Event
self.target:SetDeadFilter(true)
local isRand=BattleUtil.RandomAction(self.pro,function()
RoleManager.RemoveDeadRole(self.target)
self.target.isDead=false
self.target.isRealDamage=false
local addHp= math.floor(self.target:GetRoleData(RoleDataName.MaxHp)*self.v1)
self.target.data:AddValue(RoleDataName.Hp,addHp)
self.target:SetIsCanAddSkill(true)
self.target:SetDeadFilter(true)
end)
if not isRand then
self.target:SetDeadFilter(true)
end
-- self.target:SetIsCanAddSkill(false)
end

View File

@ -0,0 +1,33 @@
SigilSign = 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 SigilSign:SetData(...)
-- 刷新排序等级
self.sort = 4
end
--初始化后调用一次
function SigilSign:OnStart()
end
--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
function SigilSign:OnTrigger()
return true
end
--效果结束时调用一次
function SigilSign:OnEnd()
end
--只有当cover字段为true时触发,返回true则被新效果覆盖
function SigilSign:OnCover(newBuff)
return true
end
return SigilSign

View File

@ -21,7 +21,7 @@ local _ConditionConfig = {
--上阵[a]个神将通过关卡
[3]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 end,true)
if BattleUtil.LengthOfTable(list)<=v1 then
return 1
end
@ -47,7 +47,7 @@ local _ConditionConfig = {
[5]=function(condition)
local v1 = condition[1]
local v2 = condition[2]
local list = RoleManager.Query(function(v) return v.camp == 0 and v.element==v1 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 and v.element==v1 end,true)
if BattleUtil.LengthOfTable(list)>=v2 then
return 1
end
@ -56,7 +56,7 @@ local _ConditionConfig = {
--存活[a]名
[6]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 and not v:IsDead() end)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 and not v:IsDead() end)
if BattleUtil.LengthOfTable(list)>=v1 then
return 1
end
@ -65,7 +65,7 @@ local _ConditionConfig = {
--不上阵[a]职能神将通过关卡
[7]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 and v.professionId==v1 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 and v.professionId==v1 end,true)
if BattleUtil.LengthOfTable(list)==0 then
return 1
end
@ -74,7 +74,7 @@ local _ConditionConfig = {
--不上阵[a]阵营神将通过关卡
[8]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 and v.element==v1 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 and v.element==v1 end,true)
if BattleUtil.LengthOfTable(list)==0 then
return 1
end
@ -83,7 +83,7 @@ local _ConditionConfig = {
--佩戴xxxid被动通过关卡
[9]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 end,true)
if not list or #list==0 then
return 0
end
@ -107,7 +107,7 @@ local _ConditionConfig = {
--全部上阵[a]职业神将通过关卡
[11]=function(condition)
local v1 = condition[1]
local list = RoleManager.Query(function(v) return v.camp == 0 and v.professionId~=v1 end,true)
local list = RoleManager.QueryIncludeExile(function(v) return v.camp == 0 and v.professionId~=v1 end,true)
if BattleUtil.LengthOfTable(list)==0 then
return 1
end

View File

@ -50,7 +50,7 @@ function this.ClearEvent()
BattleLogic.Event:RemoveEvent(BattleEventName.RecordBuff,this.OnBuffAdd)
BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoleDead,this.OnRoleDead)
BattleLogic.Event:RemoveEvent(BattleEventName.BuffStart,this.OnBuffStar)
BattleLogic.Event:AddEvent(BattleEventName.RecordTreat,this.OnRecordTreat)
BattleLogic.Event:RemoveEvent(BattleEventName.RecordTreat,this.OnRecordTreat)
end
--记录治疗
@ -114,6 +114,9 @@ function this.OnBuffAdd(caster,target,buff)
if caster and target and buff then
if caster.camp==0 and buff.type==BuffName.Control then
local type=buff.ctrlType
if type==4 then
return
end
if ctrlNumList[type] then
ctrlNumList[type]=ctrlNumList[type]+1
else

View File

@ -189,6 +189,7 @@ BattleEventName = {
CastRageBrfore = indexAdd(),--扣除怒气之前
PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数
PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视
ImmuneDebuffSuccess = indexAdd(),--免疫debuff成功
}
BattleMaxFrame = 1000000
@ -269,6 +270,8 @@ BuffName = {
Brand = 12,
Blood = 13,
BanBlood = 14,
SigilSign = 15,
CommonSign = 16,
}
DotType = {

View File

@ -370,13 +370,23 @@ function BattleUtil.ChooseTarget(role, chooseId)
elseif chooseLimit == 6 then --两纵排单位
local tempArr=BattleUtil.ChooseTowCol(arr)
arr=tempArr
elseif chooseLimit == 7 then --佛阵营
local tempArr = {}
for i = 1, #arr do
if arr[i].element == BattleRoleElementType.FO then
table.insert(tempArr, arr[i])
end
end
arr = tempArr
end
-- 选择条件
if chooseWeight == 0 or role.ctrl_blind then --致盲时排序无效
BattleUtil.RandomList(arr)
elseif chooseWeight == 1 then -- 生命值
BattleUtil.SortByProp(arr, RoleDataName.Hp, sort)
if sort~=0 then
BattleUtil.SortByProp(arr, RoleDataName.Hp, sort)
end
elseif chooseWeight == 2 then -- 血量百分比
BattleUtil.SortByHpFactor(arr, sort)
--选血量百分比最低的 不选择有不灭的,如果伤害要选有不灭的 需处理
@ -425,6 +435,14 @@ function BattleUtil.ChooseTarget(role, chooseId)
return BattleUtil.GetHpPctLessThanPctHero(arr,0.40)
elseif chooseWeight ==13 then --剩余血量百分比低于50%且生命绝对值最小
return BattleUtil.GetHpPctLessThanPctHero(arr,0.50)
elseif chooseWeight ==14 then --我方战位最靠前的单位 的对位及相邻
local list=nil
list=RoleManager.Query(function (r) return r.camp == role.camp end)
if list and #list>0 then
arr=RoleManager.GetNeighbor(list[1], chooseType)
end
elseif chooseWeight ==15 then --敌方
-- body
end
local finalArr = {}
if num == 0 then
@ -666,7 +684,9 @@ end
-- 怒气计算
function BattleUtil.CalRage(caster, target, value, countType,isBorrow)
if target==nil then
return
end
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
if (countType==3 or countType==4) -- 降怒
and (target.isImmuneReduceRage -- 免疫降怒 或者 有无敌盾
@ -688,7 +708,7 @@ function BattleUtil.CalRage(caster, target, value, countType,isBorrow)
if (countType==3 or countType==4) and target.RoundMaxSubRage~=0 then
target.AllSubRage=target.AllSubRage-deltaRage
end
caster.Event:DispatchEvent(BattleEventName.RecordRageChange, caster, target, deltaRage,countType,value,lastRage,isBorrow)
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRageChange, caster, target, deltaRage,countType,value,lastRage,isBorrow)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRage, caster, target, deltaRage)
@ -953,7 +973,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
defence = defRole:GetRoleData(RoleDataName.MagicDefence)
end
-- 攻击力
local attack = atkRole:GetRoleData(RoleDataName.Attack)
local attack = atkRole:GetRoleData(RoleDataName.Attack)+atkRole.addAttack
-- 无视防御系数
ignoreDef = 1 - (ignoreDef or 0)
-- 基础伤害 = 攻击力 - 防御力
@ -1052,6 +1072,34 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
end
--没有暴击得治疗
function BattleUtil.CalTreatNoCrit(castRole, targetRole, value, baseFactor,skill)
-- 灵兽无效
if targetRole.type == BattleUnitType.Monster or targetRole.type == BattleUnitType.Player then
return
end
BattleLogic.Event:DispatchEvent(BattleEventName.DisposeRoleCtrl_noheal, castRole,targetRole)
if targetRole.ctrl_noheal or targetRole:IsDead() then --禁疗和死亡无法加血
--禁疗并且没有死亡的单位显示血量+0 不走后面代码,防止触发后面的被动 by:王振兴 2021/1/27
if targetRole.ctrl_noheal and not targetRole:IsDead() then
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, 0, 0)
end
return
end
-- 计算暴伤害系数
local critDamageFactor = 1
-- 基础伤害增加系数
local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor)
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
end
function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill)
-- 灵兽无效
if targetRole.type == BattleUnitType.Monster or targetRole.type == BattleUnitType.Player then

View File

@ -25,6 +25,7 @@ function Monster:Init(data)
self.teamDamage=data.teamDamage
self.roleData = data
self.sex=data.sex
self.addAttack=0
self.data:Init(self, data.property)
self.buffFilter:Clear() --buff屏蔽列表
self.Event:ClearEvent()

View File

@ -169,6 +169,13 @@ local _ConditionConfig = {
return false
end,
[9] = function(skill, condition) --6:我方道系非治疗数量
local conId = condition[1]
local comType = condition[2]
local comValue = condition[3]
local list=RoleManager.Query(function(role) return role.camp==skill.owner.camp and role.element==BattleRoleElementType.DAO and role.job~=1 end)
return BattleUtil.CompareValue(#list, comValue, comType)
end,
}
-- 条件检测

View File

@ -118,6 +118,22 @@ local _TriggerConfig = {
local args = {...}
local role = args[1]
return role.camp == skill.owner.camp
end,
[13] = function(skill, ...)--13:敌方攻击最高单位行动后
local args = {...}
local caster = args[1]
local cam=skill.owner.camp
if caster.camp==cam then
return false
end
local list = RoleManager.Query(function(v) return v.camp~=cam end)
if list and #list>0 then
BattleUtil.SortByProp(list,RoleDataName.Attack,0)
if caster==list[1] then
return true
end
end
return false
end
},
[BattleEventName.BattleStart] = {
@ -160,7 +176,13 @@ local _TriggerConfig = {
local args = {...}
local castSkill = args[1]
return castSkill.owner.camp == skill.owner.camp and castSkill.owner.job==2 and (castSkill.type==BattleSkillType.DeadSkill or castSkill.type==BattleSkillType.Extra or castSkill.type==BattleSkillType.Special)
end
end,
[14] =function(skill,...) --14:我方金乌释放技能后
local args = {...}
local castSkill = args[1]
return castSkill.owner.camp == skill.owner.camp and castSkill.owner.type==BattleUnitType.Monster and castSkill.owner.uid==20008
end,
},
}

View File

@ -89,6 +89,7 @@ function RoleLogic:Init(uid, data, position)
self.isImmuneAllReduceShield = false --免疫敌方无敌盾(敌方无敌盾对自己无效)
self.ignoreShara = false --忽略敌方分摊
self.type = BattleUnitType.Role
self.addAttack=0 --添加的攻击
self.isNormalAttackAddRage=true --普攻是否回复怒气
self.curMainTarget=nil --当前主目标
self.passiveList = {}
@ -120,24 +121,32 @@ function RoleLogic:Init(uid, data, position)
end
--如果时363类型得被动就存起来
if id==363 then
coverPass[args[1]]=args
if coverPass[args[1]] then
table.insert(coverPass[args[1]],args)
else
coverPass[args[1]]={}
table.insert(coverPass[args[1]],args)
end
else
--如果有363修改的被动就修改
if coverPass[passivityId] then
local coverArgs=coverPass[passivityId]
local len=floor((#coverArgs-1)/2)
for i = 1, len do
local id=0
if #coverArgs>i+i then
id=coverArgs[i+i]
end
local value=0
if #coverArgs>=i+i+1 then
value=coverArgs[i+i+1]
end
if id~=0 and value~=0 and #args>=id and args[id] then
args[id]=value
end
local list=coverPass[passivityId]
for i = 1, #list do
local coverArgs=list[i]
local len=floor((#coverArgs-1)/2)
for i = 1, len do
local id=0
if #coverArgs>i+i then
id=coverArgs[i+i]
end
local value=0
if #coverArgs>=i+i+1 then
value=coverArgs[i+i+1]
end
if id~=0 and #args>=id and args[id] then
args[id]=value
end
end
end
end
end
@ -326,7 +335,7 @@ function RoleLogic:IsAssignHeroAndHeroStar(id,star)
end
function RoleLogic:AddBuff(buff)
function RoleLogic:AddBuff(buff,_ignorePro)
if self:IsRealDead() then
BattleLogic.BuffMgr:PutBuff(buff)
return
@ -351,6 +360,9 @@ function RoleLogic:AddBuff(buff)
--概率忽略免疫
local ignoreProb=0
if _ignorePro then
ignoreProb=_ignorePro
end
local changeIgnore=function(v1,ct)
ignoreProb=BattleUtil.CountValue(ignoreProb,v1,ct)
end
@ -358,7 +370,8 @@ function RoleLogic:AddBuff(buff)
local isIgnor=BattleUtil.RandomAction(ignoreProb,function()end)
if not isIgnor then
for i=1, self.buffFilter.size do
if self.buffFilter.buffer[i](buff,self) then
local isImm,immCaster=self.buffFilter.buffer[i](buff,self)
if isImm then
BattleLogManager.Log(
"Buff Filter",
"camp", buff.caster.camp,
@ -366,6 +379,8 @@ function RoleLogic:AddBuff(buff)
"id", buff.id,
"type", buff.type)
BattleLogic.BuffMgr:PutBuff(buff)
self.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Immune)
BattleLogic.Event:DispatchEvent(BattleEventName.ImmuneDebuffSuccess,buff,self,immCaster)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self)
return
end
@ -633,7 +648,7 @@ function RoleLogic:SetDeadFilter(filter)
self.deadFilter = filter
end
-- 要死了
function RoleLogic:SetDead(damage)
function RoleLogic:SetDead(damage)
self.isDead = true
self.killDamage=damage
RoleManager.AddDeadRole(self)
@ -686,6 +701,7 @@ function RoleLogic:SetRelive(hpf, caster)
if self:IsCanRelive() then
self.reliveHPF = hpf or 1
self.reliveCaster = caster
self.addAttack = 0
RoleManager.AddReliveRole(self)
-- local maxHp = self.data:GetData(RoleDataName.MaxHp)
-- local reHp = floor(self.reliveHPF * maxHp)

View File

@ -83,6 +83,13 @@ end
function this.AddDeadRole(role)
_DeadRoleList[role.position + role.camp * 6] = role
end
function this.RemoveDeadRole(role)
if _DeadRoleList[role.position + role.camp * 6] then
_DeadRoleList[role.position + role.camp * 6]=nil
end
end
-- 检测是有人将死
function this.CheckDead()
local isDeadFrame = false

View File

@ -1,131 +1,103 @@
master_zh_test同步数据表2021_11_23_11_29_17
v1.0.79
1、被动391修改 我方流血显示修改
master_zh_test同步数据表2021_11_22_18_00_26
v1.0.78
1、被动112 258 360修改提交
2. 伤害公式修改
3.战斗超时 pvp添加战斗类型
v1.0.77
1、第三批神魂提交
v1.0.76
1、修复前后端战斗数据格式不一致导致的结果不一致
master_zh_test同步数据表2021_11_16_11_07_25
v1.0.75
1,添加不处理增伤的伤害接口
master_zh_test同步数据表2021_11_15_17_10_47
v1.0.74
1,第二期神魂技能
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
v1.0.72
1,第一期神魂技能
v1.0.71
1,灵兽技能检测添加初始化
2.追加技能特效修改
master_zh_online_special同步数据表2021_12_07_18_07_35
v1.0.70
1、添加神魂被动技能
master_zh_test同步数据表2021_11_01_14_07_31
master_zh_test同步数据表2021_10_26_10_10_26
master_zh_test同步数据表2021_10_25_18_57_36
1、第四期神魂技能
master_zh_online_special同步数据表2021_11_30_17_36_04
v1.0.69
1、战斗公式修改
master_zh_test同步数据表2021_10_22_18_57_18
1、第一期变身卡技能
v1.0.68
1、添加主角技能
2. 被动199修改
master_zh_test同步数据表2021_10_18_11_00_42
master_zh_test同步数据表2021_10_16_19_07_28
master_zh_test同步数据表2021_10_16_19_06_48
1、第三期神魂技能
2. 新法宝技能
master_zh_online_special同步数据表2021_11_23_15_58_01
v1.0.67
1、修复前后端战斗数据格式不一致导致的结果不一致
master_zh_online_special同步数据表2021_11_16_14_56_55
v1.0.66
1 第二期神魂技能
master_zh_online_special同步数据表2021_11_09_11_57_57
master_zh_online_special同步数据表2021_11_09_11_57_46
master_zh_online_special同步数据表2021_11_02_14_08_41
v1.0.65
1 被动180修改
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

View File

@ -1,5 +1,5 @@
#server info
server.id = 10050
server.id = 10161
server.openTime = 20190101000101
server.num = 1
server.debug = true
@ -38,7 +38,7 @@ spring.redis.expireTime = -1
#spring.data.mongodb.uri = mongodb://mongouser:ysj#2017#ljsd@111.231.54.96:27017/ysj_wx_1
#spring.data.mongodb2.uri = mongodb://mongouser:ysj#2017#ljsd@111.231.54.96:27017/develop_ysj_wx_1
#mongodb2 develop
spring.data.mongodb.uri = mongodb://60.1.1.14:27017/jieling_10050
spring.data.mongodb.uri = mongodb://60.1.1.14:27017/jieling_10161
spring.data.mongodbcore.uri = mongodb://60.1.1.14:27017/jl_core
#spring.data.mongodb.uri = mongodb://60.1.1.14:27017/jieling_10212
mongodb.options.maxWaitTime = 120000
@ -67,7 +67,7 @@ netty.allTimeout=35
#core
services.core.ip=60.1.1.50
services.core.ip=60.1.1.161
services.core.port=7900
services.core.area=1000
services.core.id=1

View File

@ -8,11 +8,14 @@ import java.util.*;
public class ExcelUtils {
private static boolean isWrite = true;
private static String excelPath ="E:\\work\\data_execl\\master_en\\base_data\\"; //excel 文件
//private static String excelPath ="E:\\work\\data_execl\\master_en\\base_data\\"; //excel 文件
// private static String excelPath ="D:/excel/0.94/data_execl/Map_data/"; //excel 文件
private static String path = "conf/server/";
private static Set<String> oldFileNames = new HashSet<>();
private static String javaFilePath = "tablemanager/src/main/java/config/";
//private static String excelPath ="E:\\config\\master_zh_ios_tishen_new\\base_data\\"; //excel 文件
private static String excelPath ="E:\\config\\master_zh_c\\base_data\\"; //excel 文件
public static void main(String[] args) throws Exception {
File oldfile = new File(path);