BeSkill.lua 77 KB

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  1. local Util = require("common.Util")
  2. local CombatBuff = require("combat.CombatBuff")
  3. local CombatDefine = require("combat.CombatDefine")
  4. local CombatImpl = require("combat.CombatImpl")
  5. local Skill = require("combat.Skill")
  6. local CombatObj = require("combat.CombatObj")
  7. local RoleAttr = require("role.RoleAttr")
  8. local RoleDefine = require("role.RoleDefine")
  9. local HeroExcel = require("excel.hero").hero
  10. local SkillExcel = require("excel.skill").skill
  11. -- local BufferExcel = require("excel.buffer").buffer
  12. local FuwenExcel = require("excel.fuwen")
  13. local SkinSkillExcel = require("excel.skin").skill
  14. local BingshuLogic = require("fuwen.BingshuLogic")
  15. local ProjectLogic = require("platform.ProjectLogic")
  16. local HeroDefine = require("hero.HeroDefine")
  17. local WinnerRelicLogic = require("winnerRelic.WinnerRelicLogic")
  18. local TargetMode = require("combat.TargetMode")
  19. local HeroExclusiveWeapon = require("hero.HeroExclusiveWeapon")
  20. local tbFuwenSkillGroupID = {}
  21. local posSortBySpeed = posSortBySpeed or {}
  22. function initBeSkill(obj)
  23. obj.beSkillList = {}
  24. obj.beSkillListTemp = {}
  25. end
  26. function setBeSkillID(obj, skillID, isFuWenSkill, isRelicSkill)
  27. local skillConfig = Skill.GetFinalSkillConfig(obj, skillID)
  28. skillID = skillConfig.id
  29. if obj.beSkillListTemp[skillID] then return end
  30. --local skillConfig = SkillExcel[skillID]
  31. if skillConfig.need > obj.quality then return end
  32. if skillConfig.beSkillType == 0 then return end
  33. if skillConfig.beSkillType == BESKILL_TYPE24 then
  34. obj.beSkillListTemp[BESKILL_TYPE24] = obj.beSkillListTemp[BESKILL_TYPE24] or {}
  35. obj.beSkillListTemp[BESKILL_TYPE24][#obj.beSkillListTemp[BESKILL_TYPE24] + 1] = {
  36. skillID,
  37. skillConfig.beSkillLimit > 0 and skillConfig.beSkillLimit,skillConfig.cd[1] or 0,
  38. skillConfig.cd[2] or 0,
  39. isFuWenSkill or 0, isRelicSkill or 0}
  40. for _,skillID in ipairs(skillConfig.args) do
  41. --local skillConfig = SkillExcel[skillID]
  42. local skillConfig = Skill.GetFinalSkillConfig(obj, skillID)
  43. if not obj.beSkillListTemp[skillID] and skillConfig.need <= obj.quality then
  44. obj.beSkillList[skillConfig.beSkillType] = obj.beSkillList[skillConfig.beSkillType] or {}
  45. obj.beSkillList[skillConfig.beSkillType][#obj.beSkillList[skillConfig.beSkillType] + 1] = {
  46. skillID,
  47. skillConfig.beSkillLimit > 0 and skillConfig.beSkillLimit,skillConfig.cd[1] or 0,
  48. skillConfig.cd[2] or 0,
  49. isFuWenSkill or 0, isRelicSkill or 0}
  50. obj.beSkillListTemp[skillID] = 1
  51. end
  52. end
  53. else
  54. obj.beSkillList[skillConfig.beSkillType] = obj.beSkillList[skillConfig.beSkillType] or {}
  55. obj.beSkillList[skillConfig.beSkillType][#obj.beSkillList[skillConfig.beSkillType] + 1] = {
  56. skillID,
  57. skillConfig.beSkillLimit > 0 and skillConfig.beSkillLimit,skillConfig.cd[1] or 0,
  58. skillConfig.cd[2] or 0,
  59. isFuWenSkill or 0, isRelicSkill or 0}
  60. obj.beSkillListTemp[skillID] = 1
  61. end
  62. end
  63. function setBeSkill(obj, config, skinConf, monsterOutConfig)
  64. local temp = {}
  65. local confBeskillID = skinConf and skinConf.beSkillList or config.beSkillList
  66. for _,skillID in ipairs(confBeskillID) do
  67. setBeSkillID(obj,skillID)
  68. end
  69. -- 加载 赋能技能 这个策划说放到最后
  70. if config.bePvPSkillList and CombatImpl.isPVP == 1 then
  71. for _,skillID in ipairs(config.bePvPSkillList) do
  72. setBeSkillID(obj, skillID)
  73. end
  74. end
  75. -- 怪物组附加的被动技能
  76. if monsterOutConfig then
  77. for _, skillID in ipairs(monsterOutConfig) do
  78. setBeSkillID(obj,skillID)
  79. end
  80. end
  81. -- 符文被动技能
  82. -- 符文技能效果这里 如果有多个同类型的技能 效果不叠加 只取最高等级的那个技能的效果
  83. if obj.fuwen or obj.bingshu then
  84. local hasFuwenBeSkill = nil
  85. Util.initTable(tbFuwenSkillGroupID)
  86. if obj.fuwen then
  87. for i = 1, 2 do
  88. local fuwenGrid = obj.fuwen[i]
  89. if fuwenGrid and fuwenGrid.skill then
  90. for j = 1, #fuwenGrid.skill do
  91. local fuwenSkillID = fuwenGrid.skill[j]
  92. local fuwenSkillConfig = FuwenExcel.skill[fuwenSkillID]
  93. local fuwenGroupID = fuwenSkillConfig.groupID
  94. if fuwenSkillConfig.fuwenBeSkill ~= 0 then
  95. hasFuwenBeSkill = true
  96. if tbFuwenSkillGroupID[fuwenGroupID] then
  97. if tbFuwenSkillGroupID[fuwenGroupID] < fuwenSkillID then
  98. tbFuwenSkillGroupID[fuwenGroupID] = fuwenSkillID
  99. end
  100. else
  101. tbFuwenSkillGroupID[fuwenGroupID] = fuwenSkillID
  102. end
  103. end
  104. end
  105. end
  106. end
  107. end
  108. if obj.bingshu then
  109. for i = 1, BingshuLogic.BINGSHU_MAXCNT do
  110. local bingshuGrid = obj.bingshu[i]
  111. if bingshuGrid then
  112. local skillID = bingshuGrid.skillID
  113. local skillConfig = FuwenExcel.skill[skillID]
  114. local groupID = skillConfig.groupID
  115. hasFuwenBeSkill = true
  116. if (tbFuwenSkillGroupID[groupID] or 0) < skillID then
  117. tbFuwenSkillGroupID[groupID] = skillID
  118. end
  119. end
  120. end
  121. end
  122. if hasFuwenBeSkill == true then
  123. for groupID, skillIDTemp in pairs(tbFuwenSkillGroupID) do
  124. local fuwenSkillConfig = FuwenExcel.skill[skillIDTemp]
  125. local fuwenBeSkillID = fuwenSkillConfig.fuwenBeSkill
  126. fuwenBeSkillID = obj.fuwenStrengthenSkillList and obj.fuwenStrengthenSkillList[fuwenBeSkillID] or fuwenBeSkillID
  127. setBeSkillID(obj,fuwenBeSkillID, 1)
  128. end
  129. end
  130. end
  131. --遗物被动技能
  132. if obj.relic and nil ~= _G.next(obj.relic) then
  133. local nRelicID = obj.relic.relicID
  134. local star = obj.relic.star
  135. local nSkillID = WinnerRelicLogic.WinnerRelic_GetSkillID(nRelicID, star)
  136. if 0 < nSkillID then
  137. setBeSkillID(obj, nSkillID, 0, 1)
  138. local tSkilConfig = SkillExcel and SkillExcel[nSkillID]
  139. if tSkilConfig and tSkilConfig.otherArgs and tSkilConfig.otherArgs.skillList then
  140. for k,v in ipairs(tSkilConfig.otherArgs.skillList) do
  141. local config = SkillExcel[v]
  142. if config and config.id then
  143. setBeSkillID(obj, config.id, 0, 1)
  144. end
  145. end
  146. end
  147. end
  148. end
  149. -- 神威灵装被动技能
  150. if obj.artifactsBeSkillList then
  151. for _, skillId in ipairs(obj.artifactsBeSkillList) do
  152. setBeSkillID(obj, skillId)
  153. end
  154. end
  155. end
  156. function setPetBeSkill(obj)
  157. --if obj
  158. --local skillConfig = SkillExcel[1999]
  159. local skillConfig = Skill.GetSkillConfig(1999)
  160. if skillConfig then
  161. obj.beSkillList = obj.beSkillList or {}
  162. obj.beSkillList[skillConfig.beSkillType] = obj.beSkillList[skillConfig.beSkillType] or {}
  163. obj.beSkillList[skillConfig.beSkillType][#obj.beSkillList[skillConfig.beSkillType] + 1] = {1999,skillConfig.beSkillLimit > 0 and skillConfig.beSkillLimit,skillConfig.cd[1] or 0,skillConfig.cd[2] or 0}
  164. end
  165. end
  166. --被动技能类型
  167. BESKILL_TYPE1 = 1 --普攻附带
  168. BESKILL_TYPE2 = 2 --被击触发
  169. BESKILL_TYPE3 = 3 --自身生命低于参数
  170. BESKILL_TYPE4 = 4 --自己暴击触发
  171. BESKILL_TYPE5 = 5 --受到技能伤害
  172. BESKILL_TYPE6 = 6 --自己攻击被格挡
  173. BESKILL_TYPE7 = 7 --受到暴击触发
  174. BESKILL_TYPE8 = 8 --自己格挡触发(其他单位对自己发动攻击,自己触发格挡)
  175. BESKILL_TYPE9 = 9 --敌方英雄触发格挡
  176. BESKILL_TYPE10 = 10 --自己受持续状态伤害
  177. BESKILL_TYPE11 = 11 --自己受控制类状态
  178. BESKILL_TYPE12 = 12 --场上有英雄被添加燃烧状态
  179. BESKILL_TYPE13 = 13 -- 我方英雄施放主动技能
  180. BESKILL_TYPE14 = 14 -- 我方英雄暴击
  181. BESKILL_TYPE15 = 15 -- 自己死亡
  182. BESKILL_TYPE16 = 16 --我方英雄死亡
  183. BESKILL_TYPE17 = 17 --敌方英雄死亡
  184. BESKILL_TYPE18 = 18 --有英雄死亡
  185. BESKILL_TYPE19 = 19 --回合开始
  186. BESKILL_TYPE20 = 20 --回合结束
  187. BESKILL_TYPE23 = 23 --激活就生效(计入面板属性)
  188. BESKILL_TYPE24 = 24 --技能包
  189. BESKILL_TYPE25 = 25 --替换初始普攻
  190. BESKILL_TYPE26 = 26 --激活就生效(进入战斗前算。不计入面板属性)
  191. BESKILL_TYPE27 = 27 --魔兽回能量被动
  192. BESKILL_TYPE28 = 28 --自身触发格挡次数
  193. BESKILL_TYPE29 = 29 --有人受到缠绕时
  194. BESKILL_TYPE30 = 30 --使生命低于x时
  195. BESKILL_TYPE31 = 31 --任意英雄释放主动技能
  196. BESKILL_TYPE32 = 32 --战斗开始时触发
  197. BESKILL_TYPE33 = 33 --复活时触发
  198. BESKILL_TYPE34 = 34 --使用主动技能时
  199. BESKILL_TYPE35 = 35 --自身击杀敌人时
  200. BESKILL_TYPE36 = 36 --攻击回合结束时触发
  201. BESKILL_TYPE37 = 37 --物攻后触发
  202. BESKILL_TYPE38 = 38 --法攻后触发
  203. BESKILL_TYPE39 = 39 --攻击附带 (普攻 主动 都算)
  204. BESKILL_TYPE40 = 40 --攻击前根据条件判断是否触发(小战斗回合,针对每个对象单独判断)
  205. BESKILL_TYPE41 = 41 --实际扣血前触发
  206. BESKILL_TYPE42 = 42 --由其他英雄的buff触发
  207. BESKILL_TYPE43 = 43 --被某个技能打死
  208. BESKILL_TYPE44 = 44 --自己暴击+反击触发
  209. BESKILL_TYPE45 = 45 --计算伤害时触发
  210. BESKILL_TYPE46 = 46 --攻击附带 (普攻 主动 连击 反击都算)
  211. BESKILL_TYPE47 = 47 --每回合叠加属性
  212. BESKILL_TYPE48 = 48 --死亡英雄伤害率
  213. BESKILL_TYPE49 = 49 --加血变成减血
  214. BESKILL_TYPE50 = 50 --每回合触发 降低对方首次攻击目标伤害率
  215. BESKILL_TYPE51 = 51 --场上有英雄被添加诅咒状态
  216. BESKILL_TYPE52 = 52 --场上有英雄被攻击
  217. BESKILL_TYPE53 = 53 --场上有英雄有特定被动技能 友军普攻触发
  218. BESKILL_TYPE54 = 54 --场上有英雄特定buff 伤害加成
  219. BESKILL_TYPE55 = 55 --场上有英雄指定buff层数 额外伤害加成
  220. BESKILL_TYPE56 = 56 --场上有英雄特定bufer且概率产生
  221. BESKILL_TYPE57 = 57 --特定buff被引爆消除时 触发的效果
  222. BESKILL_TYPE58 = 58 --指定技能暴击
  223. BESKILL_TYPE59 = 59 --没有暴击触发一个效果
  224. BESKILL_TYPE60 = 60 --暴击加成
  225. BESKILL_TYPE61 = 61 --技能未击杀目标时触发
  226. BESKILL_TYPE62 = 62 --回合开始生命值触发
  227. BESKILL_TYPE63 = 63 --回合开始生命值触发
  228. BESKILL_TYPE64 = 64 --冰冻buffer被击碎
  229. BESKILL_TYPE65 = 65 --场上有英雄有特定被动技能 友军普攻暴击触发
  230. BESKILL_TYPE66 = 66 --敌方死亡特定buff触发
  231. BESKILL_TYPE67 = 67 --血量低于多少跟受控制触发
  232. BESKILL_TYPE68 = 68 --血族英雄特殊处理
  233. BESKILL_TYPE69 = 69 --血族英雄特殊处理
  234. BESKILL_TYPE70 = 70 --增加的属性激活就生效(计入面板属性)并且概率连击
  235. BESKILL_TYPE71 = 71 --回合开始 在其他buff添加结束
  236. BESKILL_TYPE72 = 72 -- 不施放技能,只用来做其他效果的判断条件
  237. BESKILL_TYPE73 = 73 --使用技能(包括普攻技能)命中敌方且造成伤害
  238. NO_CHECK_FANJI_LIST = {
  239. [BESKILL_TYPE3] = 1,
  240. [BESKILL_TYPE15] = 1,
  241. [BESKILL_TYPE16] = 1,
  242. [BESKILL_TYPE17] = 1,
  243. [BESKILL_TYPE18] = 1,
  244. [BESKILL_TYPE35] = 1,
  245. [BESKILL_TYPE36] = 1,
  246. [BESKILL_TYPE37] = 1,
  247. [BESKILL_TYPE38] = 1,
  248. [BESKILL_TYPE44] = 1,
  249. [BESKILL_TYPE46] = 1,
  250. [BESKILL_TYPE73] = 1,
  251. }
  252. NO_CHECK_COMBO_LIST = {
  253. [BESKILL_TYPE1] = 1,
  254. [BESKILL_TYPE3] = 1,
  255. [BESKILL_TYPE14] = 1,
  256. [BESKILL_TYPE16] = 1,
  257. [BESKILL_TYPE17] = 1,
  258. [BESKILL_TYPE18] = 1,
  259. [BESKILL_TYPE35] = 1,
  260. [BESKILL_TYPE34] = 1,
  261. [BESKILL_TYPE25] = 1,
  262. [BESKILL_TYPE46] = 1,
  263. [BESKILL_TYPE37] = 1,
  264. [BESKILL_TYPE38] = 1,
  265. [BESKILL_TYPE43] = 1,
  266. [BESKILL_TYPE15] = 1,
  267. [BESKILL_TYPE73] = 1,
  268. }
  269. local function checkLimit(data)
  270. if data[2] and data[2] <= 0 then
  271. return
  272. end
  273. if data[4] > 0 and data[3] > CombatImpl.round then
  274. return
  275. end
  276. return true
  277. end
  278. local function canUse(obj,data)
  279. if obj.isPet then
  280. return true
  281. end
  282. --被动技能次数限制判断
  283. if not checkLimit(data) then
  284. return
  285. end
  286. --local skillConfig = SkillExcel[data[1]]
  287. local skillConfig = Skill.GetSkillConfig(data[1])
  288. if not NO_CHECK_FANJI_LIST[skillConfig.beSkillType] and CombatImpl.isFanji then
  289. return
  290. end
  291. if not NO_CHECK_COMBO_LIST[skillConfig.beSkillType] and CombatImpl.comboType > 0 then
  292. return
  293. end
  294. local bNotFeng = nil
  295. -- boss 被动不能被封印
  296. -- 世界boss模式下 boss不受feng状态影响
  297. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE3 then
  298. if obj.type == CombatDefine.COMBAT_OBJ_TYPE3 then
  299. bNotFeng = true
  300. end
  301. end
  302. if not bNotFeng and CombatBuff.isStatus(obj,{"banBeSkill","feng"}) then
  303. return
  304. end
  305. data[3] = data[3] + data[4]
  306. local beSkillArgs = skillConfig.beSkillArgs
  307. local ret = true
  308. --被动技能触发条件判断
  309. if beSkillArgs[1] then
  310. if beSkillArgs[1] == "hp" then
  311. local hp = obj.hp
  312. local hpMax = CombatObj.getHpMax(obj)
  313. if hp > hpMax * beSkillArgs[2]/10000 then
  314. ret = false
  315. end
  316. elseif beSkillArgs[1] == "hpOrControl" then
  317. ret = false
  318. local hp = obj.hp
  319. local hpMax = CombatObj.getHpMax(obj)
  320. if hp <= hpMax * beSkillArgs[2]/10000 then
  321. ret = true
  322. end
  323. if CombatBuff.isAtControl(obj) then
  324. ret = true
  325. end
  326. elseif beSkillArgs[1] == "fanji" then
  327. local r = math.random(0,10000)
  328. if r > beSkillArgs[2] then
  329. return
  330. end
  331. elseif beSkillArgs[1] == "pos" then
  332. local pos = obj.pos
  333. ret = false
  334. if beSkillArgs[2] then
  335. for i = 1,#beSkillArgs[2] do
  336. if pos == beSkillArgs[2][i] then
  337. ret = true
  338. break
  339. end
  340. end
  341. end
  342. elseif beSkillArgs[1] == "noBuffCmd" then
  343. return not CombatBuff.isStatus(obj,beSkillArgs[2])
  344. elseif beSkillArgs[1] == "attackerBuffCmd" then
  345. local isStatus,cmd = CombatBuff.isStatus(obj,beSkillArgs[2])
  346. return isStatus
  347. elseif beSkillArgs[1] == "myjob" then
  348. ret = false
  349. for k,v in ipairs(beSkillArgs[2]) do
  350. if v == obj.job then
  351. ret = true
  352. break
  353. end
  354. end
  355. elseif beSkillArgs[1] == "sideLimit" then
  356. for k,v in ipairs(beSkillArgs[2]) do
  357. local useCnt = CombatImpl.getBeSkillSideUse(obj.pos,v[1])
  358. if useCnt >= v[2] then
  359. return
  360. end
  361. end
  362. elseif beSkillArgs[1] == "firstAttackOrder" then
  363. local side = obj.side
  364. if side then
  365. local isFirstAttack = CombatImpl.firstAttack[side]
  366. if beSkillArgs[2] == 1 then
  367. return isFirstAttack
  368. else
  369. return not isFirstAttack
  370. end
  371. end
  372. end
  373. end
  374. if ret and data[2] then
  375. data[2] = data[2] - 1
  376. end
  377. if skillConfig.cmd == "hp" then
  378. local hp = obj.hp
  379. local targetMode = skillConfig.args[3]
  380. --英雄血量为0时不能加血
  381. if (hp <= 0 or CombatBuff.isStatus(obj,{"revive"})) and targetMode and targetMode[1] == 10 then
  382. ret = false
  383. end
  384. end
  385. return ret
  386. end
  387. --被攻击触发,需要判断攻击者状态的被动技能
  388. local function canUseOnHit(obj,data)
  389. if not obj then
  390. return true
  391. end
  392. --local skillConfig = SkillExcel[data[1]]
  393. local skillConfig = Skill.GetSkillConfig(data[1])
  394. local beSkillArgs = skillConfig.beSkillArgs
  395. local condCmd = beSkillArgs[1]
  396. if condCmd == "job" then
  397. for _,job in ipairs(beSkillArgs[2]) do
  398. if obj.job == job then
  399. return true
  400. end
  401. end
  402. return false
  403. elseif condCmd == "buffCmd" then
  404. return CombatBuff.isStatus(obj,beSkillArgs[2])
  405. elseif condCmd == "targetHp" then
  406. local hp = obj.hp
  407. local checkHp = CombatObj.getHpMax(obj) * beSkillArgs[3] / 10000
  408. if beSkillArgs[2] == 1 and hp > checkHp then
  409. return true
  410. elseif beSkillArgs[2] == 2 and hp < checkHp then
  411. return true
  412. end
  413. else
  414. return true
  415. end
  416. end
  417. local function isCanRevive(obj, attacker , data)
  418. -- local skillConfig = SkillExcel[data[1]]
  419. local skillConfig = Skill.GetSkillConfig(data[1])
  420. if skillConfig.cmd == "shengling" or
  421. skillConfig.cmd == "revive" then
  422. if skillConfig.cmd == "shengling" and CombatImpl.checkSideResult(obj.pos) == true then -- 如果是队伍最后一个死亡的不释放 圣灵复活
  423. return false
  424. end
  425. if CombatBuff.canRevive(obj) ~= true then
  426. return false
  427. end
  428. if skillConfig.cmd == "shengling" then
  429. if CombatBuff.isStatus(obj,{"revive"}) then
  430. return false
  431. end
  432. end
  433. if attacker and attacker.beSkillList then
  434. for k,skillList in pairs(attacker.beSkillList) do
  435. for j,v in pairs(skillList) do
  436. --local config = SkillExcel[v[1]]
  437. local config = Skill.GetSkillConfig(data[1])
  438. if config and skillConfig.cmd == "shengling" and config.cmd == "noShengling" then --击杀方有 不准圣灵复活被动
  439. return false
  440. elseif config and config.cmd == "noRevive" then -- 击杀方 有不准复活的
  441. if #config.args > 0 then
  442. local canNum = config.args[1]
  443. local random = math.random(1, 10000)
  444. if random > canNum then -- noRevive 概率不生效
  445. return true
  446. else
  447. return false
  448. end
  449. end
  450. return true
  451. end
  452. end
  453. end
  454. end
  455. end
  456. return true
  457. end
  458. function onSkillID(obj,skillID)
  459. --local skillConfig = SkillExcel[skillID]
  460. local skillConfig = Skill.GetSkillConfig(skillID)
  461. if skillConfig.type == CombatDefine.SKILL_TYPE1 and obj.beSkillList[BESKILL_TYPE25] then
  462. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE25]) do
  463. if canUse(obj,v) then
  464. --local conf = SkillExcel[v[1]]
  465. local conf = Skill.GetSkillConfig(v[1])
  466. return conf.args[1]
  467. end
  468. end
  469. end
  470. return skillID
  471. end
  472. local function use(attacker,targets,data,newFrame, packBuff, hitObj)
  473. if canUse(attacker,data) and canUseOnHit(targets and targets[1],data) then
  474. --print("beskill realuse:",attacker.pos,data[1])
  475. --local skillConfig = SkillExcel[data[1]]
  476. local skillConfig = Skill.GetSkillConfig(data[1])
  477. local ret, arg2
  478. -- 二次元连击触发帧不新加帧
  479. if ProjectLogic.isSsecy() and skillConfig.cmd == "combo" then
  480. newFrame = false
  481. end
  482. if packBuff then
  483. CombatImpl.afterBuff()
  484. end
  485. if Skill.CMD[skillConfig.cmd] then
  486. if newFrame or CombatImpl.isSkillFrameEmpty() then
  487. --进入战斗时,未加入任何战斗帧触发被动技能时,先添加被动技能的战斗帧,可以在这个战斗帧上挂被动技能引发的额外作用
  488. CombatImpl.addFrame()
  489. CombatImpl.setSkillID(attacker, data[1])
  490. end
  491. ret, arg2 = Skill.CMD[skillConfig.cmd](attacker,skillConfig,targets, hitObj)
  492. end
  493. --判断是否加喊话
  494. local isAddSkillFrame = CombatBuff.onUseBeSkill(attacker, skillConfig, targets, ret, nil, arg2)
  495. if skillConfig.contentType > 0 then
  496. if isAddSkillFrame then
  497. CombatImpl.addSaySkill(attacker,skillConfig)
  498. elseif ret or skillConfig.beSkillType == BESKILL_TYPE26 or
  499. skillConfig.beSkillType == BESKILL_TYPE23 or
  500. skillConfig.beSkillType == BESKILL_TYPE4 or
  501. skillConfig.beSkillType == BESKILL_TYPE44 then
  502. if CombatImpl.isSkillFrameEmpty() then
  503. CombatImpl.addFrame()
  504. CombatImpl.setSkillID(attacker, data[1])
  505. end
  506. CombatImpl.setSaySkill(attacker.pos,skillConfig.id,skillConfig.contentType)
  507. end
  508. end
  509. CombatImpl.addBeSkillPosUse(attacker.pos,data[1])
  510. else
  511. -- print("[beskill - use] 直接返回了1 id = "..data[1])
  512. end
  513. end
  514. function onHit(attacker,targets,skillID)
  515. if attacker.isPet or attacker.isElf then
  516. return
  517. end
  518. --local useSkillConfig = SkillExcel[skillID]
  519. local useSkillConfig = Skill.GetSkillConfig(skillID)
  520. if useSkillConfig.type == CombatDefine.SKILL_TYPE2 then
  521. --[[for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  522. local obj = CombatImpl.objList[pos]
  523. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE13] then
  524. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE13]) do
  525. use(obj,targets,v)
  526. end
  527. end
  528. end]]
  529. if attacker.beSkillList[BESKILL_TYPE34] then
  530. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE34]) do
  531. --local skillConfig = SkillExcel[v[1]]
  532. local skillConfig = Skill.GetSkillConfig(v[1])
  533. local beSkillArgs = skillConfig.beSkillArgs
  534. if beSkillArgs[1] == "attackerBuffCmd" and beSkillArgs[2][1] == "shayi" then
  535. local shayiCnt = CombatBuff.getBuffCnt(attacker,"shayi")
  536. if shayiCnt > 0 then
  537. for i = 1,shayiCnt do
  538. use(attacker,targets,v,true)
  539. CombatImpl.instantFrameBuffer(attacker,v[1])
  540. end
  541. end
  542. CombatBuff.delShayi(attacker)
  543. elseif beSkillArgs[1] == "qusanNeedCmd" then
  544. local canUse = false
  545. for h,need in ipairs(beSkillArgs[2]) do
  546. if need == useSkillConfig.cmd then
  547. canUse = true
  548. break
  549. end
  550. end
  551. if canUse == true then
  552. use(attacker,targets,v,true)
  553. end
  554. elseif beSkillArgs[1] == "jiekongNeedCmd" then
  555. local canUse = false
  556. for h,need in ipairs(beSkillArgs[2]) do
  557. if need == useSkillConfig.cmd then
  558. canUse = true
  559. break
  560. end
  561. end
  562. if canUse == true then
  563. use(attacker,targets,v,true)
  564. end
  565. elseif beSkillArgs[1] == "skillID" then
  566. local canUse = false
  567. for _, targetSkill in ipairs(beSkillArgs[2]) do
  568. if skillID == targetSkill then
  569. canUse = true
  570. break
  571. end
  572. end
  573. if canUse == true then
  574. use(attacker,targets,v,true)
  575. end
  576. else
  577. use(attacker,targets,v)
  578. end
  579. end
  580. end
  581. end
  582. --非攻击性主动技能不处理被击被动技能
  583. if CombatObj.getValue(attacker,RoleDefine.HURT_COMBAT_NOW) <= 0 then
  584. if (useSkillConfig.type == CombatDefine.SKILL_TYPE1 or useSkillConfig.type == CombatDefine.SKILL_TYPE2) then
  585. if attacker.beSkillList[BESKILL_TYPE39] then
  586. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE39]) do
  587. use(attacker,targets,v)
  588. end
  589. end
  590. if attacker.beSkillList[BESKILL_TYPE70] then
  591. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE70]) do
  592. use(attacker,targets,v)
  593. end
  594. end
  595. end
  596. return
  597. end
  598. if useSkillConfig.type == CombatDefine.SKILL_TYPE1 and attacker.beSkillList[BESKILL_TYPE1] then
  599. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE1]) do
  600. use(attacker,targets,v)
  601. end
  602. end
  603. if useSkillConfig.type == CombatDefine.SKILL_TYPE2 and attacker.beSkillList[BESKILL_TYPE61] then
  604. local canUseSkill = true
  605. for index = 1, #targets do
  606. local target = targets[index]
  607. if target.hp <=0 then
  608. canUseSkill = false
  609. end
  610. end
  611. if canUseSkill then
  612. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE61]) do
  613. --local skillConfig = SkillExcel[v[1]]
  614. local skillConfig = Skill.GetSkillConfig(v[1])
  615. local beSkillArgs = skillConfig.beSkillArgs
  616. if beSkillArgs[1] == "skillID" then
  617. local canUse = false
  618. for _,v in ipairs(beSkillArgs[2]) do
  619. if skillID == v then
  620. canUse = true
  621. break
  622. end
  623. end
  624. if canUse then
  625. use(attacker,{},v)
  626. end
  627. end
  628. end
  629. end
  630. end
  631. if (useSkillConfig.type == CombatDefine.SKILL_TYPE1 or useSkillConfig.type == CombatDefine.SKILL_TYPE2 or useSkillConfig.type == CombatDefine.SKILL_TYPE3) then
  632. if attacker.beSkillList[BESKILL_TYPE39] then
  633. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE39]) do
  634. use(attacker,targets,v)
  635. end
  636. end
  637. if attacker.beSkillList[BESKILL_TYPE46] then
  638. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE46]) do
  639. use(attacker,targets,v)
  640. end
  641. end
  642. if attacker.beSkillList[BESKILL_TYPE70] then
  643. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE70]) do
  644. use(attacker,targets,v)
  645. end
  646. end
  647. end
  648. local isDefendSideGedang = false
  649. local baojiDefender = {}
  650. for _,target in ipairs(targets) do
  651. if target.beSkillList[BESKILL_TYPE2] then
  652. for _,v in ipairs(target.beSkillList[BESKILL_TYPE2]) do
  653. use(target,{attacker},v)
  654. -- print("當前受到攻擊,觸發被動技能11111111111111ssssssssss1111111111111111",skillID)
  655. --table.print_lua_table(v)
  656. end
  657. end
  658. -- 友军受击
  659. for _,pos in ipairs(CombatDefine.SIDE2POS[target.side]) do
  660. local obj = CombatImpl.objList[pos]
  661. if obj and obj.pos ~= target.pos and obj.beSkillList[BESKILL_TYPE52] then
  662. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE52]) do
  663. use(target,{attacker},v)
  664. end
  665. end
  666. end
  667. if useSkillConfig.type == CombatDefine.SKILL_TYPE2 and target.beSkillList[BESKILL_TYPE5] then
  668. for _,v in ipairs(target.beSkillList[BESKILL_TYPE5]) do
  669. use(target,{attacker},v)
  670. end
  671. end
  672. if target.isGedang then
  673. isDefendSideGedang = true
  674. if target.beSkillList[BESKILL_TYPE8] then
  675. for _,v in ipairs(target.beSkillList[BESKILL_TYPE8]) do
  676. use(target,{attacker},v)
  677. end
  678. end
  679. if attacker.beSkillList[BESKILL_TYPE6] then
  680. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE6]) do
  681. use(attacker,{target},v)
  682. end
  683. end
  684. --目标触发格挡次数
  685. if target.beSkillList[BESKILL_TYPE28] then
  686. for _, v in ipairs(target.beSkillList[BESKILL_TYPE28]) do
  687. --local skillConfig = SkillExcel[v[1]]
  688. local skillConfig = Skill.GetSkillConfig(v[1])
  689. local beSkillArgs = skillConfig.beSkillArgs
  690. if beSkillArgs[1] == "gedang" then
  691. target.isGedangCnt = target.isGedangCnt or 0
  692. local geDangLimit = beSkillArgs[2]
  693. if target.isGedangCnt >= geDangLimit then
  694. target.isGedangCnt = 0
  695. use(target,{attacker},v)
  696. end
  697. end
  698. end
  699. end
  700. end
  701. local chanRao = CombatBuff.isChanRao(target)
  702. if chanRao then
  703. if target.beSkillList[BESKILL_TYPE29] then
  704. for _,v in ipairs(target.beSkillList[BESKILL_TYPE29]) do
  705. use(target,{attacker},v)
  706. end
  707. end
  708. end
  709. if target.isBaoji then
  710. if target.beSkillList[BESKILL_TYPE7] then
  711. for _,v in ipairs(target.beSkillList[BESKILL_TYPE7]) do
  712. use(target,{attacker},v)
  713. end
  714. end
  715. baojiDefender[#baojiDefender+1] = target
  716. end
  717. -- if target.buffCmd["winner_nuhuo"] then
  718. -- local nIndex = target.buffCmd["winner_nuhuo"][1]
  719. -- local tBuffData = target.buffer[nIndex]
  720. -- if tBuffData.cnt < 10 then
  721. -- tBuffData.cnt = tBuffData.cnt + 1
  722. -- end
  723. -- end
  724. end
  725. local side = attacker.side
  726. local defendSide = side == CombatDefine.ATTACK_SIDE and CombatDefine.DEFEND_SIDE or CombatDefine.ATTACK_SIDE
  727. local target = targets[1]
  728. if target and target.side == defendSide and CombatObj.getValue(attacker,RoleDefine.RATE_COMBAT_NOW) > 0 then
  729. if attacker.beSkillList[BESKILL_TYPE73] then
  730. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE73]) do
  731. use(attacker,targets,v)
  732. end
  733. end
  734. end
  735. --普通技能触发
  736. if useSkillConfig.type == CombatDefine.SKILL_TYPE1 then
  737. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  738. local obj = CombatImpl.objList[pos]
  739. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE53] then
  740. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE53]) do
  741. use(attacker,targets,v)
  742. end
  743. end
  744. end
  745. end
  746. --主动技能触发
  747. if useSkillConfig.type == CombatDefine.SKILL_TYPE2 then
  748. for _,pos in ipairs(CombatDefine.SIDE2POS[0]) do
  749. local obj = CombatImpl.objList[pos]
  750. local objSide = pos <= 6 and CombatDefine.ATTACK_SIDE or CombatDefine.DEFEND_SIDE
  751. --触发自己这方的
  752. if side == objSide then
  753. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE13] then
  754. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE13]) do
  755. use(obj,targets,v)
  756. end
  757. end
  758. end
  759. --触发任意一方
  760. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE31] then
  761. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE31]) do
  762. use(obj,targets,v)
  763. end
  764. end
  765. end
  766. end
  767. if not attacker.isBaoji then
  768. --指定技能没有暴击
  769. if attacker.beSkillList[BESKILL_TYPE59] then
  770. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE59]) do
  771. --local skillConfig = SkillExcel[v[1]]
  772. local skillConfig = Skill.GetSkillConfig(v[1])
  773. local beSkillArgs = skillConfig.beSkillArgs
  774. if beSkillArgs[1] == "skillID" then
  775. local canUse = false
  776. for _,v in ipairs(beSkillArgs[2]) do
  777. if skillID == v then
  778. canUse = true
  779. break
  780. end
  781. end
  782. if canUse then
  783. use(attacker,{},v)
  784. end
  785. end
  786. end
  787. end
  788. end
  789. if attacker.isBaoji then
  790. --普通暴击技能触发
  791. if useSkillConfig.type == CombatDefine.SKILL_TYPE1 then
  792. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  793. local obj = CombatImpl.objList[pos]
  794. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE65] then
  795. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE65]) do
  796. use(attacker,targets,v)
  797. end
  798. end
  799. end
  800. end
  801. if attacker.beSkillList[BESKILL_TYPE4] then
  802. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE4]) do
  803. use(attacker,baojiDefender,v)
  804. end
  805. end
  806. if attacker.beSkillList[BESKILL_TYPE44] and CombatImpl.isFanji then
  807. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE44]) do
  808. use(attacker,baojiDefender,v)
  809. end
  810. end
  811. --指定技能暴击
  812. if attacker.beSkillList[BESKILL_TYPE58] then
  813. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE58]) do
  814. --local skillConfig = SkillExcel[v[1]]
  815. local skillConfig = Skill.GetSkillConfig(v[1])
  816. local beSkillArgs = skillConfig.beSkillArgs
  817. if beSkillArgs[1] == "skillID" then
  818. local canUse = false
  819. for _,v in ipairs(beSkillArgs[2]) do
  820. if skillID == v then
  821. canUse = true
  822. break
  823. end
  824. end
  825. if canUse then
  826. use(attacker,baojiDefender,v)
  827. end
  828. end
  829. end
  830. end
  831. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  832. local obj = CombatImpl.objList[pos]
  833. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE14] then
  834. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE14]) do
  835. use(obj,targets,v)
  836. end
  837. end
  838. end
  839. end
  840. if isDefendSideGedang then
  841. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  842. local obj = CombatImpl.objList[pos]
  843. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE9] then
  844. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE9]) do
  845. use(obj,targets,v)
  846. end
  847. end
  848. end
  849. end
  850. end
  851. function onHp(obj, hurt, attackPos)
  852. if obj.beSkillList[BESKILL_TYPE3] then
  853. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE3]) do
  854. use(obj,{},v)
  855. end
  856. end
  857. if obj.beSkillList[BESKILL_TYPE67] then
  858. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE67]) do
  859. use(obj,{},v)
  860. end
  861. end
  862. local attacker = CombatImpl.objList[attackPos]
  863. if attacker and attacker.beSkillList[BESKILL_TYPE30] and obj.pos ~= attackPos then
  864. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE30]) do
  865. --local skillConfig = SkillExcel[v[1]]
  866. local skillConfig = Skill.GetSkillConfig(v[1])
  867. local beSkillArgs = skillConfig.beSkillArgs
  868. obj.paramData.isbeSkillByHp = obj.paramData.isbeSkillByHp or 0
  869. if beSkillArgs[1] then
  870. if beSkillArgs[1] == "tohp" then
  871. local hp = obj.hp
  872. local hpMax = CombatObj.getHpMax(obj)
  873. if hp > hpMax * beSkillArgs[2]/10000 then
  874. obj.paramData.isbeSkillByHp = 0 --恢复到上限
  875. else
  876. if obj.isbeSkillByHp == 0 then
  877. obj.paramData.isbeSkillByHp = 1 --达到下限
  878. end
  879. end
  880. elseif beSkillArgs[1] == "hurthpper" then
  881. local hpMax = CombatObj.getHpMax(obj)
  882. local percent = -hurt/hpMax
  883. if percent > beSkillArgs[2]/10000 then -- 伤害超过目标生命值上限X%时
  884. use(attacker,{obj},v)
  885. end
  886. elseif beSkillArgs[1] == "speed" then
  887. local atkSpeed = CombatImpl.getValue(attacker,RoleDefine.SPEED)
  888. local defSpeed = CombatImpl.getValue(obj,RoleDefine.SPEED)
  889. if atkSpeed > defSpeed then
  890. use(attacker,{obj},v)
  891. end
  892. end
  893. end
  894. --使用技能
  895. if obj.paramData.isbeSkillByHp == 1 then
  896. use(attacker,{obj},v)
  897. obj.paramData.isbeSkillByHp = 2
  898. end
  899. end
  900. end
  901. end
  902. -- 选择合适的复活技能
  903. function selectReviceSkill(obj, attacker)
  904. local reviveSkillList = {}
  905. local len = 0
  906. for k, v in ipairs(obj.beSkillList[BESKILL_TYPE15]) do
  907. local skillID = v[1]
  908. local isFuwenSkill = v[5]
  909. --local skillConfig = SkillExcel[skillID]
  910. local skillConfig = Skill.GetSkillConfig(skillID)
  911. if skillConfig.cmd == "revive" then
  912. --有可使用的主动复活技能
  913. local state = isCanRevive(obj, attacker, v)
  914. if state and isFuwenSkill == 0 then
  915. if checkLimit(v) then
  916. len = len + 1
  917. reviveSkillList[k] = 1
  918. break
  919. end
  920. end
  921. end
  922. end
  923. -- 没有再取符文技能的复活
  924. if len == 0 then
  925. for k, v in ipairs(obj.beSkillList[BESKILL_TYPE15]) do
  926. local skillID = v[1]
  927. local isFuwenSkill = v[5]
  928. --local skillConfig = SkillExcel[skillID]
  929. local skillConfig = Skill.GetSkillConfig(skillID)
  930. if skillConfig.cmd == "revive" then
  931. local state = isCanRevive(obj, attacker, v)
  932. if state and isFuwenSkill == 1 then
  933. --被动技能次数限制判断
  934. if checkLimit(v) then
  935. reviveSkillList[k] = 1
  936. break
  937. end
  938. end
  939. end
  940. end
  941. end
  942. return reviveSkillList
  943. end
  944. function onDie(obj, hurt, attackPos)
  945. if obj.hp > 0 then
  946. return
  947. end
  948. local side = obj.side
  949. local attacker = CombatImpl.objList[attackPos]
  950. if obj.dieSkill then
  951. if attacker and attacker.beSkillList[BESKILL_TYPE43] then
  952. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE43]) do
  953. --local skillConfig = SkillExcel[v[1]]
  954. local skillConfig = Skill.GetSkillConfig(v[1])
  955. for _,v1 in ipairs(skillConfig.beSkillArgs) do
  956. if v1 == obj.dieSkill then
  957. use(attacker,{obj},v)
  958. break
  959. end
  960. end
  961. end
  962. end
  963. end
  964. local defendSide = side == CombatDefine.ATTACK_SIDE and CombatDefine.DEFEND_SIDE or CombatDefine.ATTACK_SIDE
  965. for _,posData in ipairs(posSortBySpeed[side]) do
  966. local pos = posData[1]
  967. local target = CombatImpl.objList[pos]
  968. if target and target.hp > 0 then
  969. if target.beSkillList[BESKILL_TYPE16] then
  970. for _,v in ipairs(target.beSkillList[BESKILL_TYPE16]) do
  971. use(target,{obj},v)
  972. end
  973. end
  974. if target.beSkillList[BESKILL_TYPE18] then
  975. for _,v in ipairs(target.beSkillList[BESKILL_TYPE18]) do
  976. use(target,{obj},v)
  977. end
  978. end
  979. end
  980. end
  981. for _,posData in ipairs(posSortBySpeed[defendSide]) do
  982. local pos = posData[1]
  983. local target = CombatImpl.objList[pos]
  984. if target and target.hp > 0 then
  985. if target.beSkillList[BESKILL_TYPE17] then
  986. for _,v in ipairs(target.beSkillList[BESKILL_TYPE17]) do
  987. use(target,{obj},v)
  988. end
  989. end
  990. if target.beSkillList[BESKILL_TYPE18] then
  991. for _,v in ipairs(target.beSkillList[BESKILL_TYPE18]) do
  992. use(target,{obj},v)
  993. end
  994. end
  995. end
  996. end
  997. if attacker and attacker.beSkillList and attacker.beSkillList[BESKILL_TYPE30] and obj.pos ~= attackPos then
  998. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE30]) do
  999. if obj.isbeSkillByHp == nil or
  1000. obj.isbeSkillByHp == 0 then
  1001. use(attacker,{},v)
  1002. end
  1003. end
  1004. end
  1005. if attacker and attacker.beSkillList and attacker.beSkillList[BESKILL_TYPE35] then
  1006. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE35]) do
  1007. use(attacker,{obj},v)
  1008. end
  1009. end
  1010. if obj.beSkillList[BESKILL_TYPE15] then
  1011. -- 选择其中一个使用
  1012. local reviceSkillList = selectReviceSkill(obj, attacker)
  1013. for k, v in ipairs(obj.beSkillList[BESKILL_TYPE15]) do
  1014. local skillID = v[1]
  1015. --local skillConfig = SkillExcel[skillID]
  1016. local skillConfig = Skill.GetSkillConfig(skillID)
  1017. if skillConfig.cmd == "revive" then
  1018. if reviceSkillList[k] then
  1019. use(obj,{},v)
  1020. -- break
  1021. end
  1022. else
  1023. use(obj,{},v)
  1024. end
  1025. end
  1026. end
  1027. for _,pos in ipairs(CombatDefine.SIDE2POS[defendSide]) do
  1028. local defendobj = CombatImpl.objList[pos]
  1029. if defendobj and defendobj.hp > 0 and defendobj.beSkillList[BESKILL_TYPE66] then
  1030. for _,v in ipairs(defendobj.beSkillList[BESKILL_TYPE66]) do
  1031. --local skillConfig = SkillExcel[v[1]]
  1032. local skillConfig = Skill.GetSkillConfig(v[1])
  1033. if skillConfig and skillConfig.otherArgs.tdBuffCmd then
  1034. if obj.bufferCmd[skillConfig.otherArgs.tdBuffCmd] then
  1035. use(defendobj,{},v)
  1036. end
  1037. end
  1038. end
  1039. end
  1040. end
  1041. end
  1042. function onAddBuffer(obj,buffer)
  1043. --local conf = BufferExcel[buffer.id]
  1044. local conf = CombatBuff.GetBuffConfig(buffer.id)
  1045. local attacker = CombatImpl.objList[buffer.attackPos]
  1046. local cmd = conf.cmd
  1047. if cmd == "hurt" or cmd == "liuxue"or cmd == "liuxue2" or cmd == "zhongdu" or cmd == "ranshao" then
  1048. if obj.beSkillList[BESKILL_TYPE10] then
  1049. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE10]) do
  1050. use(obj,{attacker},v)
  1051. end
  1052. end
  1053. end
  1054. if cmd == "bingdong" or cmd == "jiansu" then
  1055. for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  1056. local target = CombatImpl.objList[pos]
  1057. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE63] then
  1058. for _,v in ipairs(target.beSkillList[BESKILL_TYPE63]) do
  1059. use(target,{obj},v)
  1060. end
  1061. end
  1062. end
  1063. end
  1064. if CombatBuff.isControlCmd(cmd) then
  1065. if obj.beSkillList[BESKILL_TYPE11] then
  1066. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE11]) do
  1067. use(obj,{attacker},v)
  1068. end
  1069. end
  1070. if obj.beSkillList[BESKILL_TYPE67] then
  1071. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE67]) do
  1072. use(obj,{attacker},v, true, true)
  1073. end
  1074. end
  1075. end
  1076. if cmd == "ranshao" then
  1077. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1078. local target = CombatImpl.objList[pos]
  1079. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE12] then
  1080. for _,v in ipairs(target.beSkillList[BESKILL_TYPE12]) do
  1081. local beSkillUseCnt = CombatImpl.getBeSkillUse(target,obj.pos,v[1])--特殊条件特殊处理:同一英雄在同一时间被施加多次燃烧状态时只触发一次
  1082. if beSkillUseCnt == 0 then
  1083. use(target,{obj},v)
  1084. CombatImpl.addBeSkillUse(target,obj.pos,v[1])
  1085. end
  1086. end
  1087. end
  1088. end
  1089. end
  1090. if cmd == "zuzhou" then
  1091. for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  1092. local target = CombatImpl.objList[pos]
  1093. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE51] then
  1094. for _,v in ipairs(target.beSkillList[BESKILL_TYPE51]) do
  1095. use(target,{obj},v)
  1096. end
  1097. end
  1098. end
  1099. end
  1100. if cmd == "revive" then
  1101. if obj.beSkillList[BESKILL_TYPE33] then
  1102. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE33]) do
  1103. use(obj,{attacker},v)
  1104. end
  1105. end
  1106. end
  1107. end
  1108. function onDelBingDongBuffer(obj, buffer)
  1109. --local conf = BufferExcel[buffer.id]
  1110. local conf = CombatBuff.GetBuffConfig(buffer.id)
  1111. local attacker = CombatImpl.objList[buffer.attackPos]
  1112. if conf.cmd == "bingdong" then
  1113. for _, pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  1114. local target = CombatImpl.objList[pos]
  1115. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE64] then
  1116. for _,v in ipairs(target.beSkillList[BESKILL_TYPE64]) do
  1117. use(target,{obj},v)
  1118. end
  1119. end
  1120. end
  1121. end
  1122. end
  1123. --援军上阵触发
  1124. function onBackupBegin(obj)
  1125. if not obj then return end
  1126. if CombatDefine.isBackup(obj) ~= CombatDefine.BACKUP_TYPE2 then return end
  1127. -- 备份的被动技能上阵
  1128. if obj.backUpSkillList then
  1129. obj.beSkillList = obj.backUpSkillList
  1130. obj.backUpSkillList = nil
  1131. end
  1132. -- 出站计算属性
  1133. if obj.beSkillList[BESKILL_TYPE26] then
  1134. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE26]) do
  1135. if canUse(obj,v) then
  1136. --local skillConfig = SkillExcel[v[1]]
  1137. local skillConfig = Skill.GetSkillConfig(v[1])
  1138. if skillConfig.cmd == "attr" then
  1139. for _,v1 in ipairs(skillConfig.args) do
  1140. obj.sysAttr[v1[1]] = obj.sysAttr[v1[1]] +v1[2]
  1141. end
  1142. obj.isSysAttrChange = true
  1143. elseif skillConfig.cmd == "normalTarget" then
  1144. use(obj,{},v)
  1145. end
  1146. end
  1147. end
  1148. end
  1149. table.sort(posSortBySpeed[CombatDefine.ATTACK_SIDE],posSpeedCmp)
  1150. table.sort(posSortBySpeed[CombatDefine.DEFEND_SIDE],posSpeedCmp)
  1151. --援军出战触发
  1152. if obj and obj.beSkillList[BESKILL_TYPE32] then
  1153. for k,v in ipairs(obj.beSkillList[BESKILL_TYPE32]) do
  1154. use(obj,{},v)
  1155. end
  1156. end
  1157. --上场技能
  1158. CombatDefine.BACKUP_BUFF_SKILL[2] = 1
  1159. use(obj,{}, CombatDefine.BACKUP_BUFF_SKILL)
  1160. end
  1161. function onRoundBegin(round)
  1162. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1163. local target = CombatImpl.objList[pos]
  1164. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE19] then
  1165. for _,v in ipairs(target.beSkillList[BESKILL_TYPE19]) do
  1166. --table.print_lua_table(v)
  1167. -- print("beskill = onRoundBegin 开始使用技能 ID = "..v[1])
  1168. use(target,{},v)
  1169. end
  1170. end
  1171. -- 生命值触发
  1172. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE62] then
  1173. for _,v in ipairs(target.beSkillList[BESKILL_TYPE62]) do
  1174. --local skillConfig = SkillExcel[v[1]]
  1175. local skillConfig = Skill.GetSkillConfig(v[1])
  1176. local beSkillArgs = skillConfig.beSkillArgs
  1177. if beSkillArgs[1] == 1 then
  1178. local hpMax = CombatObj.getHpMax(target)
  1179. local percent = target.hp/hpMax
  1180. if percent > beSkillArgs[2]/10000 then
  1181. use(target,{},v)
  1182. end
  1183. end
  1184. if beSkillArgs[1] == 2 then
  1185. local hpMax = CombatObj.getHpMax(target)
  1186. local percent = target.hp/hpMax
  1187. if percent < beSkillArgs[2]/10000 then
  1188. use(target,{},v)
  1189. end
  1190. end
  1191. end
  1192. end
  1193. end
  1194. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1195. local target = CombatImpl.objList[pos]
  1196. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE47] then
  1197. for _,v in ipairs(target.beSkillList[BESKILL_TYPE47]) do
  1198. --local skillConfig = SkillExcel[v[1]]
  1199. local skillConfig = Skill.GetSkillConfig(v[1])
  1200. if skillConfig.cmd == "attr" then
  1201. for _,v1 in ipairs(skillConfig.args) do
  1202. target.sysAttr[v1[1]] = target.sysAttr[v1[1]] +v1[2]
  1203. end
  1204. CombatObj.calcAttr(target)
  1205. CombatImpl.addFrame()
  1206. CombatImpl.setSkillID(target, v[1])
  1207. CombatImpl.setSaySkill(target.pos,skillConfig.id,skillConfig.contentType)
  1208. end
  1209. end
  1210. end
  1211. end
  1212. if round and round == 1 then
  1213. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1214. local obj = CombatImpl.objList[pos]
  1215. if obj and obj.beSkillList[BESKILL_TYPE32] then
  1216. for k,v in ipairs(obj.beSkillList[BESKILL_TYPE32]) do
  1217. use(obj,{},v)
  1218. end
  1219. end
  1220. end
  1221. end
  1222. -- 在最后加
  1223. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1224. local target = CombatImpl.objList[pos]
  1225. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE71] then
  1226. for _,v in ipairs(target.beSkillList[BESKILL_TYPE71]) do
  1227. -- print("[onRoundBegin] 开始加类型71的被动技能 pos = "..pos)
  1228. local skillConfig = Skill.GetSkillConfig(v[1])
  1229. if skillConfig and skillConfig.args then
  1230. -- local nLen = skillConfig.args[1]
  1231. -- for i = 1, nLen, 1 do
  1232. use(target,{},v)
  1233. -- end
  1234. end
  1235. end
  1236. end
  1237. end
  1238. end
  1239. function beforeFanji(obj, hitObj, isEnd)
  1240. if not obj or obj.isPet or obj.isElf then
  1241. return
  1242. end
  1243. if obj and obj.hurtType == CombatDefine.PHY_HURT_TYPE then
  1244. if obj and obj.beSkillList and obj.beSkillList[BESKILL_TYPE37] then
  1245. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE37]) do
  1246. -- use(obj,{},v)
  1247. use(obj, {}, v, nil, nil, hitObj)
  1248. end
  1249. end
  1250. else
  1251. if obj and obj.beSkillList and obj.beSkillList[BESKILL_TYPE38] then
  1252. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE38]) do
  1253. use(obj,{},v)
  1254. end
  1255. end
  1256. end
  1257. end
  1258. function onRoundEnd(isRoundEnd)
  1259. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1260. local obj = CombatImpl.objList[pos]
  1261. if obj and obj.beSkillList[BESKILL_TYPE36] then
  1262. if pos == 1 then
  1263. end
  1264. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE36]) do
  1265. use(obj,{},v)
  1266. end
  1267. end
  1268. end
  1269. if isRoundEnd then
  1270. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1271. local target = CombatImpl.objList[pos]
  1272. if target and target.hp > 0 and target.beSkillList[BESKILL_TYPE20] then
  1273. for _,v in ipairs(target.beSkillList[BESKILL_TYPE20]) do
  1274. use(target,{},v)
  1275. end
  1276. end
  1277. end
  1278. end
  1279. end
  1280. function posSpeedCmp(a,b)
  1281. if a[2] > b[2] then
  1282. return true
  1283. elseif a[2] < b[2] then
  1284. return false
  1285. else
  1286. return a[1] < b[1]
  1287. end
  1288. end
  1289. -- 计算遗物特殊属性部分
  1290. local function BeSkill_RelicAttribute(ReleaserObj, tSkillInfo)
  1291. local nSkillID = tSkillInfo[1]
  1292. local tSkilConfig = Skill.GetSkillConfig(nSkillID)
  1293. if not tSkilConfig then
  1294. -- print("[BeSkill_RelicAttribute] 不存在技能配置 nSkillID = "..nSkillID)
  1295. return
  1296. end
  1297. local winnerID = ReleaserObj and ReleaserObj.relic and ReleaserObj.relic.relicID or 0
  1298. local winnerStar = ReleaserObj and ReleaserObj.relic and ReleaserObj.relic.star or 0
  1299. if 0 >= winnerID or 0 >= winnerStar then
  1300. return
  1301. end
  1302. -- 特殊处理防御为0, 加标识
  1303. if tSkilConfig.otherArgs.selefDefense then
  1304. ReleaserObj.relicAttr.bSpecialDef = true
  1305. end
  1306. -- 是否增加args属性
  1307. local bAddArgs = true
  1308. if tSkilConfig.otherArgs.winnerfiveraces then
  1309. bAddArgs = false
  1310. end
  1311. local targets = TargetMode.getTargets(ReleaserObj, tSkilConfig.targetMode)
  1312. if #targets > 0 and true == bAddArgs then
  1313. for _, obj in ipairs(targets) do
  1314. -- 加固定值属性
  1315. for _, v in ipairs(tSkilConfig.args) do
  1316. if not obj.relicAttr.FixedAttr[v[1]] then
  1317. obj.relicAttr.FixedAttr[v[1]] = 0
  1318. end
  1319. obj.relicAttr.FixedAttr[v[1]] = obj.relicAttr.FixedAttr[v[1]] + v[2]
  1320. end
  1321. end
  1322. else
  1323. -- print("[BeSkill_RelicAttribute] 获取不到对应的技能目标对象")
  1324. end
  1325. local nSide = ReleaserObj.side
  1326. local tCamp = {}
  1327. -- 检查
  1328. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1329. local obj = CombatImpl.objList[pos]
  1330. if obj and obj.side and nSide == obj.side then
  1331. local nCamp = obj.camp
  1332. if nCamp then
  1333. tCamp[nCamp] = 1
  1334. end
  1335. end
  1336. end
  1337. local bAllCamp = true
  1338. for i = CombatDefine.CAMP_TYPE1, CombatDefine.CAMP_TYPE5, 1 do
  1339. if not tCamp[i] then
  1340. bAllCamp = false
  1341. break
  1342. end
  1343. end
  1344. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1345. local obj = CombatImpl.objList[pos]
  1346. if obj and obj.side and nSide == obj.side then
  1347. -- 处理百分比值
  1348. -- 治疗
  1349. if tSkilConfig.otherArgs.jobZhiliao then
  1350. --table.print_lua_table(tSkilConfig.otherArgs.jobZhiliao)
  1351. if CombatBuff.isJob(obj, {CombatDefine.JOB_TYPE4}) then
  1352. -- local extraRate = WinnerRelicLogic.WinnerRelic_GetRateAttack(winnerID, winnerStar)
  1353. if not obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] then
  1354. obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = 0
  1355. end
  1356. local nValue = tSkilConfig.otherArgs.jobZhiliao[2]
  1357. -- print("BeSkill_RelicAttribute 治療 nValue = ".. nValue)
  1358. obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] = obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] + nValue
  1359. if obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] then
  1360. -- print("[BeSkill_RelicAttribute] 治療加成 為 nNewValue = "..obj.relicAttr.ProAttr[RoleDefine.ZAOCHENG_HP_ADD_RATE] )
  1361. else
  1362. -- print("[BeSkill_RelicAttribute] 不存在 nNewValue" )
  1363. end
  1364. end
  1365. end
  1366. -- 免伤 百分比
  1367. if tSkilConfig.otherArgs.jobMianshang then
  1368. if CombatBuff.isJob(obj, {CombatDefine.JOB_TYPE1}) then
  1369. --local extraRate = WinnerRelicLogic.WinnerRelic_GetRateDef(winnerID, winnerStar)
  1370. if not obj.relicAttr.ProAttr[RoleDefine.JIANSHANG_RATE] then
  1371. obj.relicAttr.ProAttr[RoleDefine.JIANSHANG_RATE] = 0
  1372. end
  1373. local nValue = tSkilConfig.otherArgs.jobMianshang[2]
  1374. -- print("BeSkill_RelicAttribute 免伤 nValue = ".. nValue)
  1375. obj.relicAttr.ProAttr[RoleDefine.JIANSHANG_RATE] = obj.relicAttr.ProAttr[RoleDefine.JIANSHANG_RATE] + nValue
  1376. -- print("[BeSkill_RelicAttribute] 免傷加成 為 nValue = "..nValue.." nNewValue = "..obj.relicAttr.ProAttr[RoleDefine.JIANSHANG_RATE])
  1377. end
  1378. end
  1379. -- 防御增加固定值
  1380. if tSkilConfig.otherArgs.jobDefense then
  1381. if CombatBuff.isJob(obj, {CombatDefine.JOB_TYPE4, CombatDefine.JOB_TYPE1}) then
  1382. if winnerID > 0 and winnerStar > 0 then
  1383. local extraRate = WinnerRelicLogic.WinnerRelic_GetRateAttack(winnerID, winnerStar)
  1384. if not obj.relicAttr.FixedAttr[RoleDefine.DEF] then
  1385. obj.relicAttr.FixedAttr[RoleDefine.DEF] = 0
  1386. end
  1387. obj.relicAttr.FixedAttr[RoleDefine.DEF] = obj.relicAttr.FixedAttr[RoleDefine.DEF] + extraRate
  1388. end
  1389. end
  1390. end
  1391. -- 攻击 百分比
  1392. if tSkilConfig.otherArgs.racialAtk then
  1393. if CombatBuff.isCamp(obj, {CombatDefine.COMBAT_TYPE27}) then
  1394. local extraRate = WinnerRelicLogic.WinnerRelic_GetRateAttack(winnerID, winnerStar)
  1395. if not obj.relicAttr.ProAttr[RoleDefine.ATK] then
  1396. obj.relicAttr.ProAttr[RoleDefine.ATK] = 0
  1397. end
  1398. obj.relicAttr.ProAttr[RoleDefine.ATK] = obj.relicAttr.ProAttr[RoleDefine.ATK] + extraRate
  1399. end
  1400. end
  1401. -- 上阵阵容为全职业,加固定值
  1402. if tSkilConfig.otherArgs.winnerfiveraces and bAllCamp == true then
  1403. for _, v in ipairs(tSkilConfig.args) do
  1404. if not obj.relicAttr.FixedAttr[v[1]] then
  1405. obj.relicAttr.FixedAttr[v[1]] = 0
  1406. end
  1407. obj.relicAttr.FixedAttr[v[1]] = obj.relicAttr.FixedAttr[v[1]] + v[2]
  1408. end
  1409. end
  1410. end
  1411. end
  1412. end
  1413. function onFightBegin()
  1414. posSortBySpeed[CombatDefine.ATTACK_SIDE] = {}
  1415. posSortBySpeed[CombatDefine.DEFEND_SIDE] = {}
  1416. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1417. local obj = CombatImpl.objList[pos]
  1418. if obj then
  1419. obj.hp = obj.hp and obj.hp or 1
  1420. end
  1421. end
  1422. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1423. local obj = CombatImpl.objList[pos]
  1424. if obj then
  1425. if obj.beSkillList[BESKILL_TYPE26] then
  1426. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE26]) do
  1427. if canUse(obj,v) then
  1428. --local skillConfig = SkillExcel[v[1]]
  1429. local skillConfig = Skill.GetSkillConfig(v[1])
  1430. if skillConfig.cmd == "attr" then
  1431. for _,v1 in ipairs(skillConfig.args) do
  1432. obj.sysAttr[v1[1]] = obj.sysAttr[v1[1]] +v1[2]
  1433. end
  1434. obj.isSysAttrChange = true
  1435. elseif skillConfig.cmd == "normalTarget" then
  1436. use(obj,{},v)
  1437. elseif skillConfig.cmd == "winnerRelicSkill" then
  1438. use(obj,{},v)
  1439. BeSkill_RelicAttribute(obj, v)
  1440. end
  1441. end
  1442. end
  1443. end
  1444. if pos <= CombatDefine.COMBAT_HERO_CNT then
  1445. posSortBySpeed[CombatDefine.ATTACK_SIDE][#posSortBySpeed[CombatDefine.ATTACK_SIDE]+1] = {pos,obj.attr and obj.attr[RoleDefine.SPEED] or 0}
  1446. elseif pos <= CombatDefine.COMBAT_HERO_CNT * 2 then
  1447. posSortBySpeed[CombatDefine.DEFEND_SIDE][#posSortBySpeed[CombatDefine.DEFEND_SIDE]+1] = {pos,obj.attr and obj.attr[RoleDefine.SPEED] or 0}
  1448. end
  1449. end
  1450. end
  1451. for pos = 1,CombatDefine.COMBAT_HERO_ALL_CNT do
  1452. local obj = CombatImpl.objList[pos]
  1453. if obj then
  1454. obj.hp = nil
  1455. end
  1456. end
  1457. table.sort(posSortBySpeed[CombatDefine.ATTACK_SIDE],posSpeedCmp)
  1458. table.sort(posSortBySpeed[CombatDefine.DEFEND_SIDE],posSpeedCmp)
  1459. end
  1460. function onCombatPetBe(round)
  1461. if round <= 1 then
  1462. return
  1463. end
  1464. for side = 1,CombatDefine.DEFEND_SIDE do
  1465. local pet = CombatImpl.petList[side]
  1466. if pet and pet.petID and pet.beSkillList[BESKILL_TYPE27] then
  1467. for _,v in ipairs(pet.beSkillList[BESKILL_TYPE27]) do
  1468. --local skillConfig = SkillExcel[v[1]]
  1469. local skillConfig = Skill.GetSkillConfig(v[1])
  1470. if skillConfig.cmd == "mp" then
  1471. use(pet,{},v)
  1472. end
  1473. end
  1474. end
  1475. end
  1476. end
  1477. -- 计算被动技能属性
  1478. local beSkillIDList = {}
  1479. function doCalcHero(obj, attrs, skinSkillID, heroConf)
  1480. for i = 1, #beSkillIDList do
  1481. beSkillIDList[i] = nil
  1482. end
  1483. heroConf = heroConf or HeroDefine.getAttrConfig(obj.id, obj.star)
  1484. local beSkillIDs = heroConf.beSkillList
  1485. local skinSkillConf = skinSkillID and SkinSkillExcel[skinSkillID]
  1486. if skinSkillConf then
  1487. beSkillIDs = skinSkillConf.beSkillList
  1488. end
  1489. local weapSkillList = HeroExclusiveWeapon.GetweaponEffectIdList(obj)
  1490. for _, skillID in ipairs(beSkillIDs) do
  1491. --local skillConfig = SkillExcel[skillID]
  1492. skillID = weapSkillList and weapSkillList[skillID] or skillID
  1493. local skillConfig = Skill.GetSkillConfig(skillID)
  1494. if skillConfig.beSkillType == BESKILL_TYPE24 and
  1495. ((not obj) or (obj.quality >= skillConfig.need)) then
  1496. for _,v in ipairs(skillConfig.args) do
  1497. beSkillIDList[#beSkillIDList + 1] = v
  1498. end
  1499. else
  1500. beSkillIDList[#beSkillIDList + 1] = skillID
  1501. end
  1502. end
  1503. for _, skillID in ipairs(beSkillIDList) do
  1504. --local skillConfig = SkillExcel[skillID]
  1505. local skillConfig = Skill.GetSkillConfig(skillID)
  1506. if skillConfig and skillConfig.cmd == "attr" and
  1507. skillConfig.beSkillType == BESKILL_TYPE23 and
  1508. ((not obj) or (obj.quality >= skillConfig.need)) then
  1509. for _, v in ipairs(skillConfig.args) do
  1510. RoleAttr.updateValue(v[1], v[2], attrs)
  1511. end
  1512. elseif skillConfig and skillConfig.cmd == "attrcomboAgain" and
  1513. skillConfig.beSkillType == BESKILL_TYPE70 and
  1514. ((not obj) or (obj.quality >= skillConfig.need)) then
  1515. for i, v in ipairs(skillConfig.args) do
  1516. if v[1] == 1 then
  1517. RoleAttr.updateValue(v[2], v[3], attrs)
  1518. end
  1519. end
  1520. end
  1521. end
  1522. end
  1523. function beforeHit(attacker,defender)
  1524. attacker.beforeHitCheck = false
  1525. if attacker.beSkillList[BESKILL_TYPE40] then
  1526. local hpMax = CombatObj.getHpMax(defender)
  1527. local hp = defender.hp
  1528. local defendHpRate = hp*10000/hpMax
  1529. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE40]) do
  1530. --local skillConfig = SkillExcel[v[1]]
  1531. local skillConfig = Skill.GetSkillConfig(v[1])
  1532. if skillConfig.cmd == "lowerLimit" then
  1533. local args = skillConfig.args
  1534. if defendHpRate < args[1] then
  1535. attacker.beforeHitCheck = true
  1536. attacker.beskill40 = attacker.beskill40 or {}
  1537. attacker.beskill40[defender.pos] = 1
  1538. end
  1539. end
  1540. end
  1541. end
  1542. end
  1543. function afterHit(attacker,target, isEnd)
  1544. if attacker.beforeHitCheck then
  1545. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE40]) do
  1546. use(attacker,{target},v)
  1547. end
  1548. end
  1549. -- beforeFanji(attacker, isEnd)
  1550. beforeFanji(attacker, target, isEnd)
  1551. end
  1552. function getOutAtkRate(attacker, defender)
  1553. local outAtkRate = 0
  1554. -- 首次攻击
  1555. local isFirstAttack = CombatImpl.firstAttack[attacker.side]
  1556. if isFirstAttack then
  1557. for _,pos in ipairs(CombatDefine.SIDE2POS[defender.side]) do
  1558. local objM = CombatImpl.objList[pos]
  1559. if objM and objM.beSkillList[BESKILL_TYPE50] then
  1560. for _,v in ipairs(objM.beSkillList[BESKILL_TYPE50]) do
  1561. --local skillConfig = SkillExcel[v[1]]
  1562. local skillConfig = Skill.GetSkillConfig(v[1])
  1563. if skillConfig and skillConfig.otherArgs.outAtkRate then
  1564. if skillConfig.otherArgs.outAtkRate >= outAtkRate then
  1565. outAtkRate = skillConfig.otherArgs.outAtkRate
  1566. end
  1567. end
  1568. end
  1569. end
  1570. end
  1571. end
  1572. return outAtkRate
  1573. end
  1574. function getOutAtkRate2(attacker, skillConfig)
  1575. local outAtkRate = 0
  1576. for _, v in ipairs(attacker.beSkillList[BESKILL_TYPE72] or {}) do
  1577. local config = Skill.GetSkillConfig(v[1])
  1578. if config.cmd == "addHurtRateByRand" then
  1579. local addHurtRate = 0
  1580. for _, skillInfo in ipairs(config.beSkillArgs[2]) do
  1581. if table.find(skillInfo[1], skillConfig.id) then
  1582. addHurtRate = skillInfo[2]
  1583. break
  1584. end
  1585. end
  1586. local randVal = math.random(0, 10000)
  1587. if randVal <= config.beSkillArgs[1] then
  1588. outAtkRate = outAtkRate + addHurtRate
  1589. end
  1590. end
  1591. end
  1592. return outAtkRate
  1593. end
  1594. function getExtraHurtRate(attacker,defender,skillConfig)
  1595. if not attacker or attacker.isPet then
  1596. return 0
  1597. end
  1598. local zhanyiRet = 0
  1599. local bodongHurtRet = 0
  1600. local zhenduiHurtRate = 0
  1601. local zhenduiLen = 0
  1602. local zhenduiList = {}
  1603. local bezhenduiList = {}
  1604. local hpHurtRate = 0
  1605. local extraSpeedHurt = 0
  1606. local firstHurt = 0
  1607. local sexHurt = 0
  1608. local campHurt = 0
  1609. local reJobHurt = 0
  1610. local buffAndHPSubHurt = 0
  1611. for k,skillList in pairs(attacker.beSkillList) do
  1612. for j,v in pairs(skillList) do
  1613. --local config = SkillExcel[v[1]]
  1614. local config = Skill.GetSkillConfig(v[1])
  1615. if config.cmd == "zhanyi" then --战意 伤害加成
  1616. local nowHp = attacker.hp
  1617. local hpMax = CombatObj.getHpMax(attacker)
  1618. local percent = math.floor( (hpMax - nowHp )/hpMax * 100)
  1619. if percent >= 1 then
  1620. zhanyiRet = zhanyiRet + (percent * config.args[2])
  1621. end
  1622. elseif config.cmd == "fuwenAKH" then
  1623. for i = 1,#config.otherArgs do
  1624. zhenduiLen = zhenduiLen + 1
  1625. zhenduiList[config.otherArgs[i][1]] = zhenduiList[config.otherArgs[i][1]] or 0
  1626. zhenduiList[config.otherArgs[i][1]] = zhenduiList[config.otherArgs[i][1]] + config.otherArgs[i][2]
  1627. end
  1628. elseif config.cmd == "hurtBodong" then
  1629. if canUse(attacker, v) then
  1630. local minRet = config.args[1]
  1631. local maxRet = config.args[2]
  1632. local randomRet = math.random(minRet, maxRet)
  1633. bodongHurtRet = bodongHurtRet + randomRet - 10000
  1634. end
  1635. elseif config.cmd == "hpExtraHurt" then
  1636. local hp = defender.hp
  1637. local beSkillArgs = config.beSkillArgs
  1638. local checkHp = CombatObj.getHpMax(defender) * beSkillArgs[3] / 10000
  1639. if beSkillArgs[2] == 1 and hp > checkHp then
  1640. hpHurtRate = beSkillArgs[4]
  1641. elseif beSkillArgs[2] == 2 and hp < checkHp then
  1642. hpHurtRate = beSkillArgs[4]
  1643. end
  1644. elseif config.cmd == "extraSpeedHurt" then
  1645. extraSpeedHurt = config.args[1]
  1646. elseif config.cmd == "firstAttackHurt" then
  1647. if canUse(attacker, v) then
  1648. firstHurt = config.args[1]
  1649. end
  1650. elseif config.cmd == "buffAndHPSub" then
  1651. local nowHp = defender.hp
  1652. local hpMax = CombatObj.getHpMax(defender)
  1653. local percent = math.floor((hpMax - nowHp )/hpMax * 100) --已损失血量百分比
  1654. local condCfg = config.args
  1655. local condRate = condCfg[1]
  1656. if percent >= condRate then
  1657. local condStatusList = condCfg[2] or {}
  1658. local objNowSatus = CombatBuff.getStatus(defender)
  1659. for _, buffCmd in pairs(condStatusList) do
  1660. if objNowSatus[buffCmd] then
  1661. buffAndHPSubHurt = condCfg[3] or 0
  1662. break
  1663. end
  1664. end
  1665. end
  1666. elseif config.cmd == "hpSubHurtAdd" then
  1667. local nowHp = attacker.hp
  1668. local hpMax = CombatObj.getHpMax(attacker)
  1669. local percent = math.floor((hpMax - nowHp )/hpMax * 100) --已损失血量百分比
  1670. local condCfg = config.beSkillArgs
  1671. local condRate = condCfg[1]
  1672. if percent >= condRate then
  1673. hpHurtRate = hpHurtRate + condCfg[2]
  1674. end
  1675. end
  1676. end
  1677. end
  1678. for k,skillList in pairs(defender.beSkillList) do
  1679. for j,v in pairs(skillList) do
  1680. --local conf = SkillExcel[v[1]]
  1681. local conf = Skill.GetSkillConfig(v[1])
  1682. if conf then
  1683. if conf.cmd == "befuwenAKH" then
  1684. for i = 1,#conf.otherArgs do
  1685. zhenduiLen = zhenduiLen + 1
  1686. bezhenduiList[conf.otherArgs[i][1]] = bezhenduiList[conf.otherArgs[i][1]] or 0
  1687. bezhenduiList[conf.otherArgs[i][1]] = bezhenduiList[conf.otherArgs[i][1]] + conf.otherArgs[i][2]
  1688. end
  1689. -- 受性别增伤
  1690. elseif conf.cmd == "sexHurt" then
  1691. if attacker.sex == conf.args[1] then
  1692. sexHurt = sexHurt + conf.args[2]
  1693. end
  1694. -- 受阵营增伤
  1695. elseif conf.cmd == "campHurt" then
  1696. if attacker.camp == conf.args[1] then
  1697. campHurt = campHurt + conf.args[2]
  1698. end
  1699. -- 受职业增伤
  1700. elseif conf.cmd == "reJobHurt" then
  1701. if attacker.job == conf.args[1] then
  1702. reJobHurt = reJobHurt + conf.args[2]
  1703. end
  1704. end
  1705. end
  1706. end
  1707. end
  1708. if zhenduiLen > 0 then
  1709. local bAdd = 0
  1710. for k,skillList in pairs(defender.beSkillList) do
  1711. for j,v in pairs(skillList) do
  1712. --local conf = SkillExcel[v[1]]
  1713. local conf = Skill.GetSkillConfig(v[1])
  1714. local isFuWenSkill = v[5]
  1715. if conf.cmd and conf.cmd ~= "" and zhenduiList[conf.cmd] then
  1716. -- 符文技能只生效一个
  1717. if isFuWenSkill == 1 then
  1718. if bAdd == 0 then
  1719. zhenduiHurtRate = zhenduiHurtRate + zhenduiList[conf.cmd]
  1720. bAdd = 1
  1721. end
  1722. else
  1723. zhenduiHurtRate = zhenduiHurtRate + zhenduiList[conf.cmd]
  1724. end
  1725. end
  1726. end
  1727. end
  1728. bAdd = 0
  1729. for k,skillList in pairs(attacker.beSkillList) do
  1730. for j,v in pairs(skillList) do
  1731. --local conf = SkillExcel[v[1]]
  1732. local conf = Skill.GetSkillConfig(v[1])
  1733. local isFuWenSkill = v[5]
  1734. if conf.cmd and conf.cmd ~= "" and bezhenduiList[conf.cmd] then
  1735. if isFuWenSkill == 1 then
  1736. if bAdd == 0 then
  1737. zhenduiHurtRate = zhenduiHurtRate + bezhenduiList[conf.cmd]
  1738. bAdd = 1
  1739. end
  1740. else
  1741. zhenduiHurtRate = zhenduiHurtRate + bezhenduiList[conf.cmd]
  1742. end
  1743. end
  1744. end
  1745. end
  1746. end
  1747. --特殊buff 对血族的加成
  1748. local campHurtRate = 0
  1749. local campRate = nil
  1750. local buffCmd = nil
  1751. local camp = nil
  1752. for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  1753. obj = CombatImpl.objList[pos]
  1754. if obj and obj.hp > 0 then
  1755. if obj.beSkillList[BESKILL_TYPE68] then
  1756. local beSkillList = obj.beSkillList[BESKILL_TYPE68][1]
  1757. --local skillConfig = SkillExcel[beSkillList[1]]
  1758. local skillConfig = Skill.GetSkillConfig(beSkillList[1])
  1759. if skillConfig then
  1760. camp = skillConfig.otherArgs.calcCamp[1]
  1761. buffCmd = skillConfig.otherArgs.calcCamp[2]
  1762. campRate = skillConfig.otherArgs.calcCamp[3]
  1763. break
  1764. end
  1765. end
  1766. end
  1767. end
  1768. if buffCmd and campRate and attacker.camp == camp then
  1769. local campHurtCnt = 0
  1770. for _,pos in ipairs(CombatDefine.SIDE2POS[defender.side]) do
  1771. obj = CombatImpl.objList[pos]
  1772. if obj and obj.hp > 0 then
  1773. local isStatus1, cmd1, ind1 = CombatBuff.isStatus(obj, buffCmd)
  1774. if isStatus1 then
  1775. campHurtCnt = campHurtCnt + 1
  1776. end
  1777. end
  1778. end
  1779. if campHurtCnt > 0 then
  1780. campHurtRate = campHurtCnt * campRate
  1781. end
  1782. end
  1783. local extraHurtRate = zhanyiRet + zhenduiHurtRate + bodongHurtRet + hpHurtRate + extraSpeedHurt + firstHurt + sexHurt + campHurt + reJobHurt + campHurtRate + buffAndHPSubHurt
  1784. if attacker.beSkillList[BESKILL_TYPE40] and attacker.beforeHitCheck then
  1785. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE40]) do
  1786. --local skillConfig = SkillExcel[v[1]]
  1787. local skillConfig = Skill.GetSkillConfig(v[1])
  1788. if skillConfig.cmd == "extraHurt" then
  1789. local args = skillConfig.args
  1790. extraHurtRate = extraHurtRate + args[1]
  1791. end
  1792. end
  1793. end
  1794. return extraHurtRate
  1795. end
  1796. --
  1797. function getExtraHurt(attacker, target, tUseskillConfig)
  1798. local extraHurt = 0
  1799. if attacker.beSkillList[BESKILL_TYPE55] then
  1800. local beSkillList = attacker.beSkillList[BESKILL_TYPE55][1]
  1801. --local skillConfig = SkillExcel[beSkillList[1]]
  1802. local skillConfig = Skill.GetSkillConfig(beSkillList[1])
  1803. local buffCmd = target.bufferCmd[skillConfig.otherArgs.buffCmdHurtRate[1]]
  1804. local rate = skillConfig.otherArgs.buffCmdHurtRate[2] / 10000
  1805. if buffCmd then
  1806. local buffCnt = #buffCmd
  1807. local buffIndex = buffCmd[buffCnt]
  1808. local buffer = target.buffer[buffIndex]
  1809. --local conf = BufferExcel[buffer.id]
  1810. local conf = CombatBuff.GetBuffConfig(buffer.id)
  1811. local hurt = buffer.arg[1]
  1812. extraHurt = extraHurt + hurt * rate * buffCnt
  1813. end
  1814. end
  1815. return extraHurt
  1816. end
  1817. -- 根据杀气buff获得额外属性加成
  1818. function GetExtraAttrByShaQi(attacker, targetAttrId)
  1819. local attrVal = 0
  1820. if not attacker then
  1821. return attrVal
  1822. end
  1823. -- for _, skillList in pairs(attacker.beSkillList) do
  1824. -- for _, v in pairs(skillList) do
  1825. -- local config = Skill.GetSkillConfig(v[1])
  1826. -- if config.cmd == "shaqi" then
  1827. -- local buffNum = CombatBuff.getBuffCnt(attacker, config.cmd)
  1828. -- if buffNum <= 0 then
  1829. -- return attrVal
  1830. -- end
  1831. -- for _, attrTb in ipairs(config.args) do
  1832. -- if attrTb[1] == targetAttrId then
  1833. -- attrVal = (attrTb[2] or 0) * buffNum
  1834. -- break
  1835. -- end
  1836. -- end
  1837. -- end
  1838. -- end
  1839. -- end
  1840. local buffNum = CombatBuff.getBuffCnt(attacker, "shaqi")
  1841. if buffNum <= 0 then
  1842. return attrVal
  1843. end
  1844. local attrArr
  1845. for i=1, attacker.buffer[0] do
  1846. local buffer = attacker.buffer[i]
  1847. local conf = CombatBuff.GetBuffConfig(buffer.id)
  1848. if conf.cmd == "shaqi" then
  1849. attrArr = conf.args
  1850. break
  1851. end
  1852. end
  1853. if not attrArr then
  1854. return attrVal
  1855. end
  1856. for _, attrTb in ipairs(attrArr) do
  1857. if attrTb[1] == targetAttrId then
  1858. attrVal = (attrTb[2] or 0) * buffNum
  1859. break
  1860. end
  1861. end
  1862. return attrVal
  1863. end
  1864. --
  1865. function getRandomBuffCmd(attacker, target, cmd)
  1866. local side = attacker.side
  1867. local mathRandom = math.random
  1868. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  1869. local obj = CombatImpl.objList[pos]
  1870. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE56] then
  1871. local beSkillList = obj.beSkillList[BESKILL_TYPE56][1]
  1872. --local skillConfig = SkillExcel[beSkillList[1]]
  1873. local skillConfig = Skill.GetSkillConfig(beSkillList[1])
  1874. local buffCmdRand = skillConfig.otherArgs.buffCmdRand
  1875. if buffCmdRand and cmd == buffCmdRand[1] then
  1876. local random = mathRandom(1, 10000)
  1877. if random <= buffCmdRand[2] then
  1878. return true
  1879. end
  1880. end
  1881. end
  1882. end
  1883. end
  1884. function getHurtPercentRate(attacker, defender, hurt, tUseskillConfig)
  1885. local rate = 0
  1886. for k,skillList in pairs(defender.beSkillList) do
  1887. for j,v in pairs(skillList) do
  1888. --local conf = SkillExcel[v[1]]
  1889. local conf = Skill.GetSkillConfig(v[1])
  1890. if conf and conf.cmd == "behurtRet" then
  1891. local canUse = true
  1892. if conf.beSkillArgs and #conf.beSkillArgs > 0 then
  1893. if conf.beSkillArgs[1] == "hurthpper" then
  1894. local hpMax = CombatObj.getHpMax(defender)
  1895. local percent = hurt/hpMax
  1896. if percent < conf.beSkillArgs[2]/10000 then -- 伤害超过目标生命值上限X%时
  1897. canUse = false
  1898. end
  1899. end
  1900. end
  1901. if canUse == true then
  1902. local random = math.random(1, 10000)
  1903. if random <= conf.args[2] then
  1904. rate = rate + conf.args[1]
  1905. end
  1906. end
  1907. end
  1908. end
  1909. end
  1910. if tUseskillConfig.type == CombatDefine.SKILL_TYPE1 then
  1911. if attacker.beSkillList[BESKILL_TYPE1] then
  1912. for _, v in pairs(attacker.beSkillList[BESKILL_TYPE1]) do
  1913. local nSkillID = v[1]
  1914. --local skillConfig = SkillExcel[nSkillID]
  1915. local skillConfig = Skill.GetSkillConfig(nSkillID)
  1916. if skillConfig and skillConfig.hurtRate and skillConfig.hurtRate[1] then
  1917. local fRate = skillConfig.hurtRate[1]
  1918. rate = rate + fRate
  1919. --print("[getExtraHurt] 获取到的普工伤害加成概率 fRate = "..fRate.." 总加成 rate = "..rate)
  1920. end
  1921. end
  1922. end
  1923. end
  1924. return rate
  1925. end
  1926. function getBufferExtraHurt(attacker,bufferID,cmd)
  1927. local rate = 0
  1928. for _,skillList in pairs(attacker.beSkillList) do
  1929. for k,v in pairs(skillList) do
  1930. --local conf = SkillExcel[v[1]]
  1931. local conf = Skill.GetSkillConfig(v[1])
  1932. local otherArgs = conf.otherArgs
  1933. if bufferID and otherArgs.bufferExtraHurt then
  1934. for k1,v1 in ipairs(otherArgs.bufferExtraHurt[1]) do
  1935. if bufferID == v1 then
  1936. rate = rate + otherArgs.bufferExtraHurt[2]
  1937. end
  1938. end
  1939. end
  1940. if cmd and otherArgs.bufferCmdExtraHurt then
  1941. for k1,v1 in ipairs(otherArgs.bufferCmdExtraHurt[1]) do
  1942. if cmd == v1 then
  1943. rate = rate + otherArgs.bufferCmdExtraHurt[2]
  1944. end
  1945. end
  1946. end
  1947. end
  1948. end
  1949. return rate
  1950. end
  1951. function getExtraHurtRateEx(attacker, defender)
  1952. local rate = 0
  1953. -- 死亡数伤害率
  1954. if attacker.beSkillList[BESKILL_TYPE48] then
  1955. for _,v in ipairs(attacker.beSkillList[BESKILL_TYPE48]) do
  1956. --local skillConfig = SkillExcel[v[1]]
  1957. local skillConfig = Skill.GetSkillConfig(v[1])
  1958. if skillConfig and skillConfig.otherArgs.deathHurt then
  1959. local side = defender.side
  1960. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  1961. local obj = CombatImpl.objList[pos]
  1962. if obj and obj.hp <=0 then
  1963. if rate == 0 then
  1964. rate = skillConfig.otherArgs.deathHurt
  1965. else
  1966. rate = rate + 10000
  1967. end
  1968. end
  1969. end
  1970. end
  1971. end
  1972. end
  1973. return rate
  1974. end
  1975. --
  1976. function getBuffChixuHurt(attacker, cmd)
  1977. if not attacker then return 0 end
  1978. local hurt = 0
  1979. local side = attacker.side
  1980. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  1981. local objM = CombatImpl.objList[pos]
  1982. if objM and objM.hp > 0 and objM.beSkillList[BESKILL_TYPE54] then
  1983. for _,v in ipairs(objM.beSkillList[BESKILL_TYPE54]) do
  1984. --local skillConfig = SkillExcel[v[1]]
  1985. local skillConfig = Skill.GetSkillConfig(v[1])
  1986. if skillConfig and skillConfig.otherArgs[cmd] then
  1987. hurt = hurt + skillConfig.otherArgs[cmd]
  1988. end
  1989. end
  1990. end
  1991. end
  1992. return hurt / 10000
  1993. end
  1994. --
  1995. function handlerBuff(attacker, target, arg, cmd)
  1996. if not attacker then return end
  1997. for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  1998. local obj = CombatImpl.objList[pos]
  1999. if obj and obj.hp > 0 and obj.beSkillList[BESKILL_TYPE57] then
  2000. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE57]) do
  2001. attacker.args = arg
  2002. use(attacker, {target}, v, false)
  2003. end
  2004. end
  2005. end
  2006. end
  2007. function beforeMinusHp(obj, value)
  2008. if value <= 0 then return end
  2009. --敌对阵营 有对象有 49号被动技能 加血变成减血
  2010. local side = obj.side == CombatDefine.ATTACK_SIDE and CombatDefine.DEFEND_SIDE or CombatDefine.ATTACK_SIDE
  2011. for _,pos in ipairs(CombatDefine.SIDE2POS[side]) do
  2012. local objM = CombatImpl.objList[pos]
  2013. if objM and objM.hp > 0 and objM.beSkillList[BESKILL_TYPE49] then
  2014. value = value * (-1)
  2015. break
  2016. end
  2017. end
  2018. return value
  2019. end
  2020. function beforeUpdateHp(obj,sum)
  2021. if sum <= 0 and obj.beSkillList[BESKILL_TYPE41] then
  2022. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE41]) do
  2023. --local skillConfig = SkillExcel[v[1]]
  2024. local skillConfig = Skill.GetSkillConfig(v[1])
  2025. if skillConfig.cmd == "miansi" and canUse(obj,v) then
  2026. use(obj,{},v)
  2027. return true
  2028. end
  2029. end
  2030. end
  2031. end
  2032. function onCheckBuffer(obj,attacker,value)
  2033. local ret = value
  2034. if obj.beSkillList[BESKILL_TYPE42] then
  2035. for _,v in ipairs(obj.beSkillList[BESKILL_TYPE42]) do
  2036. --local skillConfig = SkillExcel[v[1]]
  2037. local skillConfig = Skill.GetSkillConfig(v[1])
  2038. if canUse(obj,v) then
  2039. local newFrame = true
  2040. if skillConfig.cmd == "baohu" then
  2041. obj.baohuHurt = value * skillConfig.args[1] / 10000
  2042. if obj.hp < -obj.baohuHurt then
  2043. obj.baohuHurt = -obj.hp
  2044. end
  2045. ret = value - obj.baohuHurt
  2046. newFrame = false
  2047. end
  2048. use(obj,{attacker},v, newFrame)
  2049. break
  2050. end
  2051. end
  2052. end
  2053. return ret
  2054. end
  2055. function getStatusBaoji(attacker, defender)
  2056. local baoji = 0
  2057. local firstBaoji = 0
  2058. for k, skillList in pairs(attacker.beSkillList) do
  2059. for j, v in pairs(skillList) do
  2060. --local config = SkillExcel[v[1]]
  2061. local config = Skill.GetSkillConfig(v[1])
  2062. if config.cmd == "firstAttackHurt" then
  2063. if canUse(attacker, v) then
  2064. firstBaoji = config.args[2] or 0
  2065. end
  2066. end
  2067. end
  2068. end
  2069. if attacker.beSkillList[BESKILL_TYPE60] then
  2070. for _, v in ipairs(attacker.beSkillList[BESKILL_TYPE60]) do
  2071. --local skillConfig = SkillExcel[v[1]]
  2072. local skillConfig = Skill.GetSkillConfig(v[1])
  2073. if skillConfig and skillConfig.otherArgs.addStatusBaoji then
  2074. local status = CombatBuff.getStatus(defender)
  2075. local isStatus = false
  2076. for k, v in ipairs(skillConfig.otherArgs.addStatusBaoji[1]) do
  2077. if status[v] then
  2078. isStatus = true
  2079. break
  2080. end
  2081. end
  2082. if isStatus then
  2083. baoji = baoji + skillConfig.otherArgs.addStatusBaoji[2]
  2084. end
  2085. end
  2086. end
  2087. end
  2088. if attacker.beSkillList[BESKILL_TYPE69] and attacker.notBaoJi then
  2089. for _, v in ipairs(attacker.beSkillList[BESKILL_TYPE69]) do
  2090. --local skillConfig = SkillExcel[v[1]]
  2091. local skillConfig = Skill.GetSkillConfig(v[1])
  2092. if skillConfig and skillConfig.otherArgs.addNotBaoji then
  2093. baoji = baoji + skillConfig.otherArgs.addNotBaoji
  2094. end
  2095. end
  2096. end
  2097. return baoji + firstBaoji
  2098. end
  2099. function getStatusPojia(attacker, defender)
  2100. local poJia = 0
  2101. -- 对指定状态破甲加成 走的技能状态属性
  2102. if attacker.beSkillList[BESKILL_TYPE60] then
  2103. for _, v in ipairs(attacker.beSkillList[BESKILL_TYPE60]) do
  2104. --local skillConfig = SkillExcel[v[1]]
  2105. local skillConfig = Skill.GetSkillConfig(v[1])
  2106. if skillConfig.otherArgs.addStatusPoJia then
  2107. local status = CombatBuff.getStatus(defender)
  2108. local isStatus = false
  2109. for k, v in ipairs(skillConfig.otherArgs.addStatusPoJia[1]) do
  2110. if status[v] then
  2111. isStatus = true
  2112. break
  2113. end
  2114. end
  2115. if isStatus then
  2116. poJia = poJia + skillConfig.otherArgs.addStatusPoJia[2]
  2117. end
  2118. end
  2119. end
  2120. end
  2121. return poJia
  2122. end
  2123. -- 是否不会被反击
  2124. function isNoFanji(obj)
  2125. if obj.beSkillList[BESKILL_TYPE72] then
  2126. for _, v in ipairs(obj.beSkillList[BESKILL_TYPE72]) do
  2127. local skillConfig = Skill.GetSkillConfig(v[1])
  2128. if skillConfig.cmd == "noFanji" then
  2129. return true
  2130. end
  2131. end
  2132. end
  2133. return false
  2134. end
  2135. -- 获取与神威灵装"真伤附加"效果相对的"真伤减免"
  2136. function GetTrueDamegeOffset(obj)
  2137. if obj.beSkillList[BESKILL_TYPE72] then
  2138. for _, v in ipairs(obj.beSkillList[BESKILL_TYPE72]) do
  2139. local skillConfig = Skill.GetSkillConfig(v[1])
  2140. if skillConfig.cmd == "trueDamegeOffset" then
  2141. local offsetInfo = {}
  2142. offsetInfo[1] = skillConfig.beSkillArgs[1]
  2143. offsetInfo[2] = skillConfig.beSkillArgs[2]
  2144. return offsetInfo
  2145. end
  2146. end
  2147. end
  2148. end
  2149. -- 触发格挡后额外减伤
  2150. function GetGeDangExtraDef(obj)
  2151. if obj.beSkillList[BESKILL_TYPE72] then
  2152. for _, v in ipairs(obj.beSkillList[BESKILL_TYPE72]) do
  2153. local skillConfig = Skill.GetSkillConfig(v[1])
  2154. if skillConfig.cmd == "gedangExtraDef" then
  2155. return skillConfig.beSkillArgs[1]
  2156. end
  2157. end
  2158. end
  2159. return 0
  2160. end
  2161. -- 伤害翻倍
  2162. function GetBeSkillHurtMul(obj)
  2163. if obj.beSkillList[BESKILL_TYPE72] then
  2164. for _, v in ipairs(obj.beSkillList[BESKILL_TYPE72]) do
  2165. local skillConfig = Skill.GetSkillConfig(v[1])
  2166. if skillConfig.cmd == "physicalDamageMul" and obj.hurtType == CombatDefine.PHY_HURT_TYPE then
  2167. return math.random(skillConfig.beSkillArgs[1], skillConfig.beSkillArgs[2])
  2168. end
  2169. if skillConfig.cmd == "magicDamageMul" and obj.hurtType == CombatDefine.MAGIC_HURT_TYPE then
  2170. return math.random(skillConfig.beSkillArgs[1], skillConfig.beSkillArgs[2])
  2171. end
  2172. end
  2173. end
  2174. end
  2175. -- 回血翻倍
  2176. function GetBeSkillRestoretHPMul(obj)
  2177. local mul = 1
  2178. if obj.beSkillList[BESKILL_TYPE72] then
  2179. for _, v in ipairs(obj.beSkillList[BESKILL_TYPE72]) do
  2180. local skillConfig = Skill.GetSkillConfig(v[1])
  2181. if skillConfig.cmd == "restoreHPMul" then
  2182. local r = math.random(1,10000)
  2183. if r <= (skillConfig.beSkillArgs[2] or 0) then
  2184. mul = skillConfig.beSkillArgs[1] or 1
  2185. end
  2186. return mul
  2187. end
  2188. end
  2189. end
  2190. return mul
  2191. end