被动技能
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@ -360,8 +360,9 @@ function BattleController:enterNextWave()
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end
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end
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if self.waveIndex == 1 then -- 第一波
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if self.waveIndex == 1 then -- 第一波
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self:generateBoard(true)
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self:generateBoard(true)
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else
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self.defTeam:prepare()
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end
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end
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self.defTeam:prepare()
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self:enterRoundBegin()
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self:enterRoundBegin()
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self.isBossWave = self.defTeam:getMainUnit().unitEntity:getIsBoss()
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self.isBossWave = self.defTeam:getMainUnit().unitEntity:getIsBoss()
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end
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end
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@ -22,7 +22,7 @@ local _changeBaseSkill = function(skillInfo, battleData, battleController)
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return
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return
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end
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end
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if battleData.atkTeam:getAllMembers()[elementType] then
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if battleData.atkTeam:getAllMembers()[elementType] then
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battleData.atkTeam:getAllMembers()[elementType]:changeActiveSkillId(skillId, newSkillId)
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battleData.atkTeam:getAllMembers()[elementType]:changeSkillId(skillId, newSkillId)
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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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end
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@ -139,7 +139,7 @@ local _addSkillEffectParams = function(skillInfo, battleData, battleController)
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return
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return
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end
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end
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if battleData.atkTeam:getAllMembers()[elementType] then
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if battleData.atkTeam:getAllMembers()[elementType] then
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battleData.atkTeam:getAllMembers()[elementType]:addActiveSkillParams(skillId, effect)
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battleData.atkTeam:getAllMembers()[elementType]:addSkillParams(skillId, effect)
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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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end
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@ -177,7 +177,7 @@ local _addSkillRound = function(skillInfo, battleData, battleController)
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return
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return
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end
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end
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if battleData.atkTeam:getAllMembers()[elementType] then
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if battleData.atkTeam:getAllMembers()[elementType] then
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battleData.atkTeam:getAllMembers()[elementType]:addActiveSkillRound(skillId, effect)
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battleData.atkTeam:getAllMembers()[elementType]:addSkillRound(skillId, effect)
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end
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end
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end
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end
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Logger.logHighlight("------addSkillRound------ " .. elementType .. " " .. json.encode(effect))
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Logger.logHighlight("------addSkillRound------ " .. elementType .. " " .. json.encode(effect))
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@ -532,6 +532,7 @@ function BattleData:addMonster(monsterId, newTeam)
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matchType = 0,
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matchType = 0,
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normalSkills = monsterInfo.hurt_skill,
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normalSkills = monsterInfo.hurt_skill,
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activeSkills = monsterInfo.skill,
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activeSkills = monsterInfo.skill,
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passiveSkills = monsterInfo.passive_skill,
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assistingSkill = nil,
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assistingSkill = nil,
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isBoss = monsterInfo.is_boss,
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isBoss = monsterInfo.is_boss,
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exp = monsterInfo.monster_exp or 0,
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exp = monsterInfo.monster_exp or 0,
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@ -24,6 +24,7 @@ function BattleSkillEntity:init()
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end
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end
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self:initSkillEffect()
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self:initSkillEffect()
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self.available = self.skillInfo.effect_type ~= nil
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self.available = self.skillInfo.effect_type ~= nil
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self:clearRecordData()
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end
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end
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function BattleSkillEntity:initSkillEffect()
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function BattleSkillEntity:initSkillEffect()
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@ -36,6 +36,13 @@ function BattleUnitEntity:initSkill()
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table.insert(self.activeSkills, skill)
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table.insert(self.activeSkills, skill)
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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 self.unitData.passiveSkills then
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self.passiveSkills = {}
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for k, v in ipairs(self.unitData.passiveSkills) do
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local skill = BattleSkillEntity:create(v, GConst.BattleConst.SKILL_TYPE_PASSIVE, self)
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table.insert(self.passiveSkills, skill)
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end
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end
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end
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end
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function BattleUnitEntity:getIsBoss()
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function BattleUnitEntity:getIsBoss()
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@ -160,31 +167,55 @@ function BattleUnitEntity:getPassiveSkills()
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return self.passiveSkills
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return self.passiveSkills
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end
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end
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function BattleUnitEntity:changeActiveSkillId(originSkillId, tartgetSkillId)
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function BattleUnitEntity:changeSkillId(originSkillId, tartgetSkillId)
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for _, skillEntity in ipairs(self.activeSkills) do
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for _, skillEntity in ipairs(self.activeSkills) do
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if skillEntity:getSkillId() == originSkillId then
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if skillEntity:getSkillId() == originSkillId then
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skillEntity:changeSkillId(tartgetSkillId)
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skillEntity:changeSkillId(tartgetSkillId)
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break
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return
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end
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end
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if self.passiveSkills then
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for _, skillEntity in ipairs(self.passiveSkills) do
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if skillEntity:getSkillId() == originSkillId then
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skillEntity:changeSkillId(tartgetSkillId)
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break
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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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end
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end
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function BattleUnitEntity:addActiveSkillParams(skillId, effect)
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function BattleUnitEntity:addSkillParams(skillId, effect)
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for _, skillEntity in ipairs(self.activeSkills) do
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for _, skillEntity in ipairs(self.activeSkills) do
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if skillEntity:getSkillId() == skillId then
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if skillEntity:getSkillId() == skillId then
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skillEntity:addSkillEffectParams(effect)
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skillEntity:addSkillEffectParams(effect)
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break
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break
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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 self.passiveSkills then
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for _, skillEntity in ipairs(self.passiveSkills) do
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if skillEntity:getSkillId() == skillId then
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skillEntity:addSkillEffectParams(effect)
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break
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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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function BattleUnitEntity:addActiveSkillRound(skillId, effect)
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function BattleUnitEntity:addSkillRound(skillId, effect)
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for _, skillEntity in ipairs(self.activeSkills) do
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for _, skillEntity in ipairs(self.activeSkills) do
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if skillEntity:getSkillId() == skillId then
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if skillEntity:getSkillId() == skillId then
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skillEntity:addSkillEffectRound(effect)
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skillEntity:addSkillEffectRound(effect)
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break
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break
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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 self.passiveSkills then
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for _, skillEntity in ipairs(self.passiveSkills) do
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if skillEntity:getSkillId() == skillId then
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skillEntity:addSkillEffectRound(effect)
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break
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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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function BattleUnitEntity:getDamageCount()
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function BattleUnitEntity:getDamageCount()
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