From 9d893b37ad900f1436558dc5756288a1a06a8aad Mon Sep 17 00:00:00 2001 From: xuexinpeng Date: Tue, 7 Dec 2021 18:37:27 +0800 Subject: [PATCH] =?UTF-8?q?=E6=88=98=E6=96=97=E5=90=8C=E6=AD=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- luafight/BattleMain.lua | 3 - .../Modules/Battle/Config/Data/HardStage.lua | 46 +- .../Config/Data/PassiveSkillLogicConfig.lua | 26 +- luafight/Modules/Battle/Logic/Base/Buff.lua | 2 + luafight/Modules/Battle/Logic/Base/Effect.lua | 300 ++++++++++- .../Battle/Logic/Base/EffectCaster.lua | 44 +- .../Modules/Battle/Logic/Base/Passivity.lua | 476 +++++++++++++++++- luafight/Modules/Battle/Logic/BattleLogic.lua | 5 +- .../Modules/Battle/Logic/Buff/BanBlood.lua | 33 ++ luafight/Modules/Battle/Logic/Buff/Blood.lua | 14 +- .../Modules/Battle/Logic/Buff/CommonSign.lua | 57 +++ luafight/Modules/Battle/Logic/Buff/DOT.lua | 1 - luafight/Modules/Battle/Logic/Buff/Immune.lua | 39 +- luafight/Modules/Battle/Logic/Buff/NoDead.lua | 21 +- .../Modules/Battle/Logic/Buff/SigilSign.lua | 33 ++ .../Battle/Logic/HardStageCondition.lua | 14 +- .../Battle/Logic/HardStageEventManager.lua | 5 +- .../Battle/Logic/Misc/BattleDefine.lua | 3 + .../Modules/Battle/Logic/Misc/BattleUtil.lua | 56 ++- .../Modules/Battle/Logic/Monster/Monster.lua | 1 + .../Logic/Monster/MonsterSkill/MCondition.lua | 7 + .../Logic/Monster/MonsterSkill/MTrigger.lua | 24 +- .../Modules/Battle/Logic/Role/RoleLogic.lua | 52 +- .../Modules/Battle/Logic/Role/RoleManager.lua | 7 + luafight/Modules/Battle/Readme.txt | 160 +++--- .../src/main/resources/application.properties | 6 +- test/src/main/java/ExcelUtils.java | 5 +- 27 files changed, 1197 insertions(+), 243 deletions(-) create mode 100644 luafight/Modules/Battle/Logic/Buff/BanBlood.lua create mode 100644 luafight/Modules/Battle/Logic/Buff/CommonSign.lua create mode 100644 luafight/Modules/Battle/Logic/Buff/SigilSign.lua diff --git a/luafight/BattleMain.lua b/luafight/BattleMain.lua index f91ea138e..9efdbeaa7 100644 --- a/luafight/BattleMain.lua +++ b/luafight/BattleMain.lua @@ -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 diff --git a/luafight/Modules/Battle/Config/Data/HardStage.lua b/luafight/Modules/Battle/Config/Data/HardStage.lua index 10ec56fac..256345a70 100644 --- a/luafight/Modules/Battle/Config/Data/HardStage.lua +++ b/luafight/Modules/Battle/Config/Data/HardStage.lua @@ -1,8 +1,8 @@ local HardStage = { -__count = 570, -__indexs = {1.91,82,1.81,2.1,4.1,8.1,16.1,26.1}, -__values = 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{153,3,1,22,3.1,6.1,12.1,3,2.1,4.1,20.21,23,35.41,5,18,36.01,12.3,40.31,43.11,72.81,107.62,376,2,1,5,1.2,3,1,2,1,2,1.5,3,89,1,3,1.2,7,3,1.3,7,1,4.3,3.1,6.4,1,13.3,20.2,17.3,60,21.4,4.1,8.5,4,27.7,19.11,46.4,42.5,50.5,11.4,4,15.5,8,19.8,73.7,97.9,18.6,10.3,1.2,33.31,1.2,24,34,2,1.3,125,130,46,23,10,4,149,1.8,10.2,103,3,1.4,218.3,62,3,1,13,17,1,3,1.5,7,84.2}, + {10,1.531,1355,1.082,98,1.75,3,1.2,2.1,4.1,612,770,1.9}, + {10,1.531,38,78,26,262,416,204,73,26,232,1.082,242,12,46,343,13,64,42,13,1,11,112,248,16,173,2,1}, + {153,3,1,22,3.1,6.1,12.1,3,2.1,4.1,20.21,23,35.41,5,18,36.01,12.3,40.31,43.11,72.81,107.62,376,2,1,5,1.2,3,1,2,1,2,1.5,3,89,1,3,1.2,7,3,1.3,7,4,3.2,6.3,3.1,3,1,7,19.4,1,11.2,60,4.3,8.4,4.1,7,1,33.4,27.4,19.11,46.4,42.5,50.5,11.4,4,15.5,8,19.8,73.7,87.4,45.9,110.5,1.2,33.31,1.2,24,34,2,1.3,125,147,20,1,47,33,16,9,155,1.8,12.2,103,3,1.4,219.3,62,3,1,13,17,1,3,1.5,7,86.2}, nil }, } diff --git a/luafight/Modules/Battle/Logic/Base/Buff.lua b/luafight/Modules/Battle/Logic/Base/Buff.lua index 38fd72ddd..8ba1be4fd 100644 --- a/luafight/Modules/Battle/Logic/Base/Buff.lua +++ b/luafight/Modules/Battle/Logic/Base/Buff.lua @@ -17,6 +17,8 @@ local BuffRegister = { [BuffName.Brand] = "Brand", [BuffName.Blood] = "Blood", [BuffName.BanBlood] = "BanBlood", + [BuffName.SigilSign] = "SigilSign", + [BuffName.CommonSign] = "CommonSign", } diff --git a/luafight/Modules/Battle/Logic/Base/Effect.lua b/luafight/Modules/Battle/Logic/Base/Effect.lua index e59d75d04..4124f28eb 100644 --- a/luafight/Modules/Battle/Logic/Base/Effect.lua +++ b/luafight/Modules/Battle/Logic/Base/Effect.lua @@ -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 \ No newline at end of file diff --git a/luafight/Modules/Battle/Logic/Base/EffectCaster.lua b/luafight/Modules/Battle/Logic/Base/EffectCaster.lua index e06f815f4..d313ced39 100644 --- a/luafight/Modules/Battle/Logic/Base/EffectCaster.lua +++ b/luafight/Modules/Battle/Logic/Base/EffectCaster.lua @@ -50,7 +50,7 @@ function EffectCaster:DoEffect(caster, target, eff, duration, skill) e.args[i] = eff.args[i] end - -- ¼ì²ⱻ¶¯¼¼ÄܶԼ¼ÄܲÎÊýµÄӰÏì + -- 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 - -- Èç¹û²»ÊǵÚһ¸öЧ¹û¶ÔÁеĵÚһ¸öЧ¹ûÔòÅжÏÊǷñÃüÖÐ + -- 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 = {} - -- ÏȼÆËã³ö¼¼ÄܵÄĿ±ê + -- 先计算出技能的目标 for i=1, #self.effectList do - -- ÊǷñÖØÐÂѡÔñĿ±ê + -- 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] - -- ÅжÏÊǷñÓÐÓÐЧĿ±ê + -- 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 - -- ÖØÐÂѡÔñĿ±ê + -- 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) - -- ¼ì²ⱻ¶¯¶Թ¥»÷Ŀ±êµÄӰÏì + -- 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 --- Êͷż¼ÄÜ --- func ¼¼ÄÜÊͷÅÍê³ɻص÷ +-- 释放技能 +-- func 技能释放完成回调 function EffectCaster:Cast() - -- ѡÔñĿ±ê + -- 选择目标 self:ChooseTarget() - -- ¶ÔĿ±êÔì³ÉÏàӦµÄЧ¹û + -- 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 - -- Ч¹ûÑӳÙ1֡ÉúЧ + -- 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) - -- ȫ²¿ͬʱÉúЧ + -- 全部同时生效 for j=1, count do if arr[j] and not arr[j]:IsRealDead() then - -- ¼ì²âÊǷñÃüÖÐ + -- 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 --- ±éÀú¼¼ÄÜÃüÖÐĿ±ê +-- 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 --- »ñȡֱ½ÓѡÔñĿ±êId +-- 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 --- »ñȡ¼¼ÄܵÄֱ½ÓĿ±꣬ºͲ߻®¹涨µÚһ¸öЧ¹ûµÄĿ±êΪֱ½ÓЧ¹ûĿ±ê,(°üº¬missµÄĿ±ê) +-- 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 --- »ñȡֱ½ÓĿ±꣬²»°üº¬missµÄĿ±꣬¿ÉÄÜΪ¿Õ +-- 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 --- »ñȡֱ½ÓĿ±êºÍûÓб»·ÅÖðµÄĿ±꣬²»°üº¬missµÄĿ±꣬¿ÉÄÜΪ¿Õ +-- 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 --- »ñȡֱ½ÓĿ±êºÍûÓб»·ÅÖðµÄĿ±꣬²»°üº¬²»Ãð¿ÉÄÜΪ¿Õ +-- 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 --- »ñȡ¼¼ÄÜĿ±ê×î´óÈËÊý +-- 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 --- ÅжÏÊǷñÃüÖÐ +-- 判断是否命中 function EffectCaster:CheckTargetIsHit(role) return self.targetIsHit[role] end diff --git a/luafight/Modules/Battle/Logic/Base/Passivity.lua b/luafight/Modules/Battle/Logic/Base/Passivity.lua index e04d67679..a3c90370b 100644 --- a/luafight/Modules/Battle/Logic/Base/Passivity.lua +++ b/luafight/Modules/Battle/Logic/Base/Passivity.lua @@ -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.Rage0 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 diff --git a/luafight/Modules/Battle/Logic/BattleLogic.lua b/luafight/Modules/Battle/Logic/BattleLogic.lua index b1bfd8812..a7bf60d1d 100644 --- a/luafight/Modules/Battle/Logic/BattleLogic.lua +++ b/luafight/Modules/Battle/Logic/BattleLogic.lua @@ -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) diff --git a/luafight/Modules/Battle/Logic/Buff/BanBlood.lua b/luafight/Modules/Battle/Logic/Buff/BanBlood.lua new file mode 100644 index 000000000..a3871a69c --- /dev/null +++ b/luafight/Modules/Battle/Logic/Buff/BanBlood.lua @@ -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 \ No newline at end of file diff --git a/luafight/Modules/Battle/Logic/Buff/Blood.lua b/luafight/Modules/Battle/Logic/Buff/Blood.lua index abfc17338..be25c277d 100644 --- a/luafight/Modules/Battle/Logic/Buff/Blood.lua +++ b/luafight/Modules/Battle/Logic/Buff/Blood.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Buff/CommonSign.lua b/luafight/Modules/Battle/Logic/Buff/CommonSign.lua new file mode 100644 index 000000000..49553cdc9 --- /dev/null +++ b/luafight/Modules/Battle/Logic/Buff/CommonSign.lua @@ -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 \ No newline at end of file diff --git a/luafight/Modules/Battle/Logic/Buff/DOT.lua b/luafight/Modules/Battle/Logic/Buff/DOT.lua index 97ce4d19e..5a3e4f337 100644 --- a/luafight/Modules/Battle/Logic/Buff/DOT.lua +++ b/luafight/Modules/Battle/Logic/Buff/DOT.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Buff/Immune.lua b/luafight/Modules/Battle/Logic/Buff/Immune.lua index dc3e282da..dd6e0e4de 100644 --- a/luafight/Modules/Battle/Logic/Buff/Immune.lua +++ b/luafight/Modules/Battle/Logic/Buff/Immune.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Buff/NoDead.lua b/luafight/Modules/Battle/Logic/Buff/NoDead.lua index c9392bbde..ab972a7e4 100644 --- a/luafight/Modules/Battle/Logic/Buff/NoDead.lua +++ b/luafight/Modules/Battle/Logic/Buff/NoDead.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Buff/SigilSign.lua b/luafight/Modules/Battle/Logic/Buff/SigilSign.lua new file mode 100644 index 000000000..c105777bd --- /dev/null +++ b/luafight/Modules/Battle/Logic/Buff/SigilSign.lua @@ -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 \ No newline at end of file diff --git a/luafight/Modules/Battle/Logic/HardStageCondition.lua b/luafight/Modules/Battle/Logic/HardStageCondition.lua index 0d264df8d..6e7e805a8 100644 --- a/luafight/Modules/Battle/Logic/HardStageCondition.lua +++ b/luafight/Modules/Battle/Logic/HardStageCondition.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/HardStageEventManager.lua b/luafight/Modules/Battle/Logic/HardStageEventManager.lua index 0a9818a85..aec20a13d 100644 --- a/luafight/Modules/Battle/Logic/HardStageEventManager.lua +++ b/luafight/Modules/Battle/Logic/HardStageEventManager.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Misc/BattleDefine.lua b/luafight/Modules/Battle/Logic/Misc/BattleDefine.lua index b7fd93da6..2b1e062eb 100644 --- a/luafight/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/luafight/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -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 = { diff --git a/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua b/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua index 55048401c..970680500 100644 --- a/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Monster/Monster.lua b/luafight/Modules/Battle/Logic/Monster/Monster.lua index 35f96cc3d..e87c747e1 100644 --- a/luafight/Modules/Battle/Logic/Monster/Monster.lua +++ b/luafight/Modules/Battle/Logic/Monster/Monster.lua @@ -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() diff --git a/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua b/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua index f5f25746f..8c7fdb7ca 100644 --- a/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua +++ b/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua @@ -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 diff --git a/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua b/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua index b8e7928ee..957211e94 100644 --- a/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua +++ b/luafight/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua @@ -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, + }, } diff --git a/luafight/Modules/Battle/Logic/Role/RoleLogic.lua b/luafight/Modules/Battle/Logic/Role/RoleLogic.lua index 18c62a9b1..580d2a09a 100644 --- a/luafight/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/luafight/Modules/Battle/Logic/Role/RoleLogic.lua @@ -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) diff --git a/luafight/Modules/Battle/Logic/Role/RoleManager.lua b/luafight/Modules/Battle/Logic/Role/RoleManager.lua index 22c19b619..0e6442b73 100644 --- a/luafight/Modules/Battle/Logic/Role/RoleManager.lua +++ b/luafight/Modules/Battle/Logic/Role/RoleManager.lua @@ -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 diff --git a/luafight/Modules/Battle/Readme.txt b/luafight/Modules/Battle/Readme.txt index 114b9cbfb..5eb9216cc 100644 --- a/luafight/Modules/Battle/Readme.txt +++ b/luafight/Modules/Battle/Readme.txt @@ -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 diff --git a/serverlogic/src/main/resources/application.properties b/serverlogic/src/main/resources/application.properties index 984adbafa..86bdefab6 100644 --- a/serverlogic/src/main/resources/application.properties +++ b/serverlogic/src/main/resources/application.properties @@ -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 diff --git a/test/src/main/java/ExcelUtils.java b/test/src/main/java/ExcelUtils.java index ff901438b..b646821b9 100644 --- a/test/src/main/java/ExcelUtils.java +++ b/test/src/main/java/ExcelUtils.java @@ -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 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);