【技能】增加角色 85 技能

main
刘涛 2024-09-10 18:51:19 +08:00
parent ce6737d0c5
commit 1fd45bd7cd
9 changed files with 671 additions and 536 deletions

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@ -157,6 +157,9 @@ namespace Gameplay.Buff
case EBuffType.BulletDamage12:
buff = ObjPoolManager.instance.Get<BuffBulletDamage12>();
break;
case EBuffType.BulletDamage13:
buff = ObjPoolManager.instance.Get<BuffBulletDamage13>();
break;
case EBuffType.SetContinueNormalAttack:
buff = ObjPoolManager.instance.Get<BuffSetContinueNormalAttack>();
break;

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@ -0,0 +1,43 @@
using UnityEngine;
namespace Gameplay.Buff
{
public class BuffBulletDamage13 : BaseBuff
{
protected override void _OnTrigger()
{
base._OnTrigger();
// 【固定数值,攻击力系数,低血量百分比,低血量增伤百分比,如果敌方血量高于自己最终伤害缩放】
var sender = creator;
var senderAttack = sender.fightData.attack;
var fixedValue = _TryGetFloatParam(0);
var attackValue = _TryGetFloatParam(1);
var lowHpPercent = _TryGetFloatParam(2);
var lowHpScale = _TryGetFloatParam(3);
var highHpScale = _TryGetFloatParam(4);
var damage = fixedValue + senderAttack * attackValue;
// 低血量增伤
var hpPercent = owner.aliveData.currentHp / owner.aliveData.maxHp;
if (hpPercent < lowHpPercent)
{
damage *= (1 + lowHpScale);
}
// 高血量增伤
var isHighHp = owner.aliveData.currentHp > sender.aliveData.currentHp;
if (isHighHp)
{
damage *= highHpScale;
}
owner.TakeNormalDamage(Mathf.CeilToInt(damage), sender, false);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fdf87c92bfb94bb288932fdf460b4db5
timeCreated: 1725965097

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@ -88,193 +88,197 @@ namespace cfg.BuffCfg
/// </summary>
BulletDamage12 = 18,
/// <summary>
/// 子弹伤害13
/// </summary>
BulletDamage13 = 19,
/// <summary>
/// 外部设置流血伤害
/// </summary>
DelayDamage = 19,
DelayDamage = 20,
/// <summary>
/// 固定伤害
/// </summary>
FixDamage = 20,
FixDamage = 21,
/// <summary>
/// 增加士气
/// </summary>
AddMorale = 21,
AddMorale = 22,
/// <summary>
/// 特殊增加士气1
/// </summary>
SpecialAddMorale1 = 22,
SpecialAddMorale1 = 23,
/// <summary>
/// 增加士气-技能
/// </summary>
AddMoreleFromSkill = 23,
AddMoreleFromSkill = 24,
/// <summary>
/// 创建特效
/// </summary>
ShowEffect = 24,
ShowEffect = 25,
/// <summary>
/// 创建特效
/// </summary>
ChangeProp = 25,
ChangeProp = 26,
/// <summary>
/// 每X秒回复Y点士气
/// </summary>
LoopRecoverMorale = 26,
LoopRecoverMorale = 27,
/// <summary>
/// 混乱
/// </summary>
Chaos = 27,
Chaos = 28,
/// <summary>
/// 眩晕
/// </summary>
Stun = 28,
Stun = 29,
/// <summary>
/// 禁止移动
/// </summary>
LockPos = 29,
LockPos = 30,
/// <summary>
/// 逃跑
/// </summary>
Retreat = 30,
Retreat = 31,
/// <summary>
/// 禁止逃跑
/// </summary>
NoRetreat = 31,
NoRetreat = 32,
/// <summary>
/// 补充弹药
/// </summary>
FillBullet = 32,
FillBullet = 33,
/// <summary>
/// 清除增益buff
/// </summary>
ClearPBuff = 33,
ClearPBuff = 34,
/// <summary>
/// 清除减益buff
/// </summary>
ClearDBuff = 34,
ClearDBuff = 35,
/// <summary>
/// 清除指定buff
/// </summary>
ClearSBuff = 35,
ClearSBuff = 36,
/// <summary>
/// 隔多少秒不动触发某个buff
/// </summary>
StandTriggerBuff = 36,
StandTriggerBuff = 37,
/// <summary>
/// 每X秒回复Y点护甲值
/// </summary>
LoopRecoverShiled = 37,
LoopRecoverShiled = 38,
/// <summary>
/// 添加己方全局buff
/// </summary>
AddSelfSideBuff = 38,
AddSelfSideBuff = 39,
/// <summary>
/// 移除己方全局buff
/// </summary>
RemoveSelfSideBuff = 39,
RemoveSelfSideBuff = 40,
/// <summary>
/// 压力衰减特定
/// </summary>
SpecialYaLiShuaiJian = 40,
SpecialYaLiShuaiJian = 41,
/// <summary>
/// 在自身周边上阵
/// </summary>
ReadyAreaModify = 41,
ReadyAreaModify = 42,
/// <summary>
/// 普通攻击额外附带属性相关压制力
/// </summary>
NormalAttackExtMoraleDamage = 42,
NormalAttackExtMoraleDamage = 43,
/// <summary>
/// 技能造成士气伤害
/// </summary>
BulletMoraleDamage = 43,
BulletMoraleDamage = 44,
/// <summary>
/// 向自己所在格子发射一枚子弹
/// </summary>
EmitBulletToSelfCell = 44,
EmitBulletToSelfCell = 45,
/// <summary>
/// 修改移动级别
/// </summary>
ChangeMoveLevel = 45,
ChangeMoveLevel = 46,
/// <summary>
/// 恢复血量
/// </summary>
RecoverHp = 46,
RecoverHp = 47,
/// <summary>
/// 伪装
/// </summary>
Pretent = 47,
Pretent = 48,
/// <summary>
/// 普通攻击不消耗子弹
/// </summary>
NoCostBullet = 48,
NoCostBullet = 49,
/// <summary>
/// 死撑
/// </summary>
DeadRetreat = 49,
DeadRetreat = 50,
/// <summary>
/// 改变普通攻击逻辑
/// </summary>
ChangeAttackLogic = 50,
ChangeAttackLogic = 51,
/// <summary>
/// 设置特殊攻击距离
/// </summary>
SetAttackDistance = 51,
SetAttackDistance = 52,
/// <summary>
/// 普通攻击额外伤害
/// </summary>
AddDamageOnNormalAttack = 52,
AddDamageOnNormalAttack = 53,
/// <summary>
/// 设置普攻连击参数
/// </summary>
SetContinueNormalAttack = 53,
SetContinueNormalAttack = 54,
/// <summary>
/// 禁止恢复士气
/// </summary>
DisableRecoverMorale = 54,
DisableRecoverMorale = 55,
/// <summary>
/// 扛旗
/// </summary>
HoldFlag = 55,
HoldFlag = 56,
/// <summary>
/// 禁止攻击
/// </summary>
DisableAttack = 56,
DisableAttack = 57,
/// <summary>
/// 概率添加
/// </summary>
RandomAddBuff = 57,
RandomAddBuff = 58,
/// <summary>
/// 一次性照亮
/// </summary>
LightUpOnce = 58,
LightUpOnce = 59,
/// <summary>
/// 持续照亮
/// </summary>
LightUpContinue = 59,
LightUpContinue = 60,
/// <summary>
/// 一次性减少技能CD
/// </summary>
ReduceSkillCD = 60,
ReduceSkillCD = 61,
/// <summary>
/// 一次性减少技能CD百分比
/// </summary>
ReduceSkillCDPercent = 61,
ReduceSkillCDPercent = 62,
/// <summary>
/// 附近友军进入逃跑时添加buff
/// </summary>
AddOnFriendRetreat = 62,
AddOnFriendRetreat = 63,
/// <summary>
/// 每有一个Debuff降低受到伤害
/// </summary>
DownScaleOnDebuff = 63,
DownScaleOnDebuff = 64,
/// <summary>
/// 免疫指定buff
/// </summary>
AvoidBuffs = 64,
AvoidBuffs = 65,
/// <summary>
/// 向锁定敌人发射一枚子弹
/// </summary>
EmitBulletToTargetEnemy = 65,
EmitBulletToTargetEnemy = 66,
}
}

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@ -1747,6 +1747,28 @@
20001
]
},
{
"ID": 530045,
"Name": "处决射击-对敌人子弹",
"BulletType": 1,
"PrefabPath": "",
"HitAudioId": "",
"DestroyEffectId": 0,
"FlySpeed": 100,
"FilterType": 3,
"JobFilters": [],
"FractionFilter": [],
"MoraleFilter": [],
"ExistBuffGroupIdFilter": [],
"OnlyCharacter": false,
"CanUseOnPretent": true,
"AreaId": 1,
"LightDuring": 0,
"BuffList": [
10096,
20001
]
},
{
"ID": 1001,
"Name": "指挥官技能-强制友军撤退",

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@ -1067,6 +1067,33 @@
],
"IconPath": "UI_Cultivate_SkillLogo.png"
},
{
"ID": 10085,
"NameRead": "处决射击",
"AIControllId": 0,
"SkillActionId": 1,
"TargetType": 3,
"ReleaseCheckType": 1,
"EnemySelectDisplay": false,
"ReleaseArea": 10,
"IgnoreBlock": false,
"SelectCount": -1,
"TargetPrefer": 0,
"InfluenceAreaId": 1,
"ShowAreaId": 1,
"ShowEffectId": -1,
"IsEmitToFloor": false,
"PassiveBuffIds": [],
"IntParams": [],
"FloatParams": [],
"CDTime": 20,
"LogicId": 10085,
"ShowInSkillEditor": true,
"ReferIds": [
530045
],
"IconPath": "UI_Cultivate_SkillLogo.png"
},
{
"ID": 10086,
"NameRead": "公平交易",

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@ -0,0 +1 @@
{"skillId":10085,"actionList":[{"id":0,"subId":0,"floatParam1":0.0,"floatParam2":0.0,"floatParam3":0.0,"floatParam4":0.0,"intParam1":0,"intParam2":0,"intParam3":0,"intParam4":0,"stringParam1":"","triggerTime":1.9166667461395264,"actionType":4},{"id":0,"subId":0,"floatParam1":0.0,"floatParam2":0.0,"floatParam3":0.0,"floatParam4":0.0,"intParam1":0,"intParam2":0,"intParam3":0,"intParam4":0,"stringParam1":"","triggerTime":1.9166667461395264,"actionType":5},{"id":0,"subId":0,"floatParam1":0.0,"floatParam2":0.0,"floatParam3":0.0,"floatParam4":0.0,"intParam1":0,"intParam2":0,"intParam3":0,"intParam4":0,"stringParam1":"","triggerTime":0.5,"actionType":1}]}

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