战斗相关bug修复
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@ -763,7 +763,7 @@ BattleConst.BATTLE_TASK_FIELD = {
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LINK_COUNT_OVER_6 = "clear_6_combo", -- 6连消个数
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LINK_COUNT_OVER_6 = "clear_6_combo", -- 6连消个数
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LINK_COUNT_OVER_8 = "clear_8_combo", -- 8连消个数
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LINK_COUNT_OVER_8 = "clear_8_combo", -- 8连消个数
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COMBO_OVER_10 = "clear_10_hit", -- 10连击以上次数
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COMBO_OVER_10 = "clear_10_hit", -- 10连击以上次数
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BOARD_SKILL_RELEASE_COUNT = "skills_cast", -- 释放技能次数
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BOARD_SKILL_RELEASE_COUNT = "skill_cast", -- 释放技能次数
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PASS_WAVE = "pass_wave", -- 通关波数
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PASS_WAVE = "pass_wave", -- 通关波数
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}
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}
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@ -124,7 +124,7 @@ function BattleControllerStage:getInitBoard()
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if config.mystery_box and config.mystery_box_reward then
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if config.mystery_box and config.mystery_box_reward then
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for i, index in ipairs(config.mystery_box) do
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for i, index in ipairs(config.mystery_box) do
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if not DataManager.ChapterData:getChapterMysteryBoxIsGot(self.chapterId, index) then
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if not DataManager.ChapterData:getChapterMysteryBoxIsGot(self.chapterId, i) then
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self.mysteryBoxIndexMap[index] = config.mystery_box_reward[i]
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self.mysteryBoxIndexMap[index] = config.mystery_box_reward[i]
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end
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end
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end
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end
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@ -29,12 +29,12 @@ end
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local function _bleedOn(buffSender, buff, target, buffEffect)
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local function _bleedOn(buffSender, buff, target, buffEffect)
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target.unitEntity:addAttr(buff:getName(), buff:getEffectNum(), false)
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target.unitEntity:addAttr(buff:getName(), buff:getEffectNum(), false)
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return target.unitEntity:addAttr(BattleConst.ATTR_NAME.BE_SUCKED, 1000, false) -- 写死10%
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return target.unitEntity:addAttr(BattleConst.ATTR_NAME.BE_SUCKED, 500, false) -- 写死5%
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end
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end
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local function _bleedOff(buffSender, target, buff, buffEffect)
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local function _bleedOff(buffSender, target, buff, buffEffect)
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target.unitEntity:addAttr(buff:getName(), -buff:getEffectNum(), false)
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target.unitEntity:addAttr(buff:getName(), -buff:getEffectNum(), false)
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target.unitEntity:addAttr(BattleConst.ATTR_NAME.BE_SUCKED, -1000, false) -- 写死10%
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target.unitEntity:addAttr(BattleConst.ATTR_NAME.BE_SUCKED, -500, false) -- 写死5%
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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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@ -404,11 +404,15 @@ function BattleTeam:doBuffWork()
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break
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break
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end
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end
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buffEffect.round = buffEffect.round - 1
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buffEffect.round = buffEffect.round - 1
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BattleBuffHandle.doBuffWork(self.mainUnit, buffEffect)
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local target = self.mainUnit
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if buffEffect.target then
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target = buffEffect.target
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end
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BattleBuffHandle.doBuffWork(target, buffEffect)
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if buffEffect.round <= 0 then
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if buffEffect.round <= 0 then
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self:updateBuffState(buffEffect.buff, -1)
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self:updateBuffState(buffEffect.buff, -1)
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table.remove(self.buffList, i)
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table.remove(self.buffList, i)
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BattleBuffHandle.removeBuff(self.mainUnit, buffEffect)
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BattleBuffHandle.removeBuff(target, buffEffect)
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end
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end
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end
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end
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self.battleController:refreshBuff(self.side, self.buffList)
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self.battleController:refreshBuff(self.side, self.buffList)
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@ -50,10 +50,17 @@ function ChapterManager:startFightFinish(result)
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end
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end
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function ChapterManager:endFight(id, combatReport, gotMysteryBoxIndexs, taskProgress)
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function ChapterManager:endFight(id, combatReport, gotMysteryBoxIndexs, taskProgress)
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local cfg = ConfigManager:getConfig("chapter")[id]
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local mystery_box_idx = {}
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local mystery_box_idx = {}
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if gotMysteryBoxIndexs then
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if gotMysteryBoxIndexs and cfg.mystery_box then
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for index, _ in pairs(gotMysteryBoxIndexs) do
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local indexMap = {}
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table.insert(mystery_box_idx, index)
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for index, wave in ipairs(cfg.mystery_box) do
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indexMap[wave] = index
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end
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for boardIndex, _ in pairs(gotMysteryBoxIndexs) do
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if indexMap[boardIndex] then
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table.insert(mystery_box_idx, indexMap[boardIndex])
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end
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end
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end
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end
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end
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local parmas = {
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local parmas = {
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