Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
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commit
6d535e1dc4
@ -154,6 +154,7 @@ BattleConst.PASSIVE_EVENT = {
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ON_UNI_ATTACK_START = 3, -- 攻击开始前
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ON_UNI_ATTACK_START = 3, -- 攻击开始前
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HP_LOWER_THAN = 4, -- 血量低于X%
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HP_LOWER_THAN = 4, -- 血量低于X%
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USE_NORMAL_SKILL = 5, -- 使用普攻
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USE_NORMAL_SKILL = 5, -- 使用普攻
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ACTIVE_SKILL_HIT = 6, -- 主动技能命中
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}
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}
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local BUFF_NAME = {
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local BUFF_NAME = {
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@ -1010,8 +1010,12 @@ function BattleUnitComp:onSkillTakeEffect(skill)
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succ = true
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succ = true
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end
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end
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end
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end
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if succ and skill:getIsNormalType() then -- 普攻攻击成功的话
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if succ then
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self:checkPassiveEvent(PASSIVE_EVENT.USE_NORMAL_SKILL, target)
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if skill:getIsNormalType() then -- 普攻攻击成功的话
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self:checkPassiveEvent(PASSIVE_EVENT.USE_NORMAL_SKILL, target)
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elseif skill:getIsActiveType() then
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self:checkPassiveEvent(PASSIVE_EVENT.ACTIVE_SKILL_HIT, target)
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end
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local shakeType = skill:getShakeType()
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local shakeType = skill:getShakeType()
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if shakeType then
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if shakeType then
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local shakeTime = skill:getShakeTime() or 0
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local shakeTime = skill:getShakeTime() or 0
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@ -45,11 +45,16 @@ local function _checkUseNormalSkill(unitComp, skill, targetComp)
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return 1
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return 1
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end
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end
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local function _checkActiveSkillHit(unitComp, skill, targetComp)
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return 1
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end
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BattlePassive.checkTrigger = {
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BattlePassive.checkTrigger = {
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[PASSIVE_EVENT.ON_UNIT_PREPARE_OVER] = _checkOnUnitPrepareOver,
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[PASSIVE_EVENT.ON_UNIT_PREPARE_OVER] = _checkOnUnitPrepareOver,
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[PASSIVE_EVENT.ON_UNI_ATTACK_START] = _checkOnUniAttackStart,
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[PASSIVE_EVENT.ON_UNI_ATTACK_START] = _checkOnUniAttackStart,
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[PASSIVE_EVENT.HP_LOWER_THAN] = _checkhpLowerThan,
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[PASSIVE_EVENT.HP_LOWER_THAN] = _checkhpLowerThan,
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[PASSIVE_EVENT.USE_NORMAL_SKILL] = _checkUseNormalSkill,
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[PASSIVE_EVENT.USE_NORMAL_SKILL] = _checkUseNormalSkill,
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[PASSIVE_EVENT.ACTIVE_SKILL_HIT] = _checkActiveSkillHit,
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}
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}
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return BattlePassive
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return BattlePassive
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@ -117,6 +117,10 @@ function BattleSkillEntity:getIsNormalType()
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return self.skillType == BattleConst.SKILL_TYPE_NORMAL
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return self.skillType == BattleConst.SKILL_TYPE_NORMAL
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end
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end
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function BattleSkillEntity:getIsActiveType()
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return self.skillType == BattleConst.SKILL_TYPE_ACTIVE
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end
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function BattleSkillEntity:changeSkillId(skillId)
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function BattleSkillEntity:changeSkillId(skillId)
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self.skillId = skillId
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self.skillId = skillId
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self:init()
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self:init()
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