protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int hurt = fixHurt + hurtBase * skillLevel; enemy.AddHurtAndShow(hurt, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName); float roleAnimScaler = enemy.GetRoleAnimTimeScaler(); roleAnimScaler *= (1 - attackSpeedDecreaseScalerBase); if (roleAnimScaler < 0.6f) { return; } else { // 敌方行动速度减慢 enemy.SetRoleAnimTimeScale(roleAnimScaler); enemy.SetEffectAnim(CommonData.paralyzedEffectName, null, 0, 0); } }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1)); enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); if (triggeredCount < maxOverlayCount) { triggeredCount++; enemy.agent.armor += -armorChange; enemy.agent.armorChangeFromSkill += -armorChange; enemy.agent.magicResist += -magicResistChange; enemy.agent.magicResistChangeFromSkill += -magicResistChange; enemy.SetEffectAnim(enemyEffectAnimName); enemy.AddTintTextToQueue("护甲\n降低"); enemy.AddTintTextToQueue("抗性\n降低"); } //enemy.UpdateStatusPlane(); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1)); enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); if (enemyEffectAnimName != string.Empty) { enemy.SetEffectAnim(enemyEffectAnimName); } enemy.SetEffectAnim(continuousEffectAnimName, null, 0, healthLoseDuration); if (healthDurativeLoseCoroutine != null) { StopCoroutine(healthDurativeLoseCoroutine); } healthDurativeLoseCoroutine = DurativeHurt(self, enemy); StartCoroutine(healthDurativeLoseCoroutine); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { // 原始魔法伤害 int hurt = self.agent.magicAttack + hurtBase * skillLevel + fixHurt; int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } // 结算抗性和抗性穿透之后的实际伤害 hurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1)); if (hurt < 0) { hurt = 0; } // 伤害生效并显示 enemy.AddHurtAndShow(hurt, HurtType.Magical, self.towards); // 敌方被击中后退 enemy.PlayShakeAnim(); // 播放技能特效 enemy.SetEffectAnim(enemyEffectAnimName); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } int acutalHurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1)); enemy.AddHurtAndShow(acutalHurt, HurtType.Magical, self.towards); //enemy.UpdateStatusPlane(); if (selfEffectAnimName != string.Empty) { self.SetEffectAnim(selfEffectAnimName); } if (enemyEffectAnimName != string.Empty) { enemy.SetEffectAnim(enemyEffectAnimName); } enemy.PlayShakeAnim(); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } int actualHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1)); enemy.AddHurtAndShow(actualHurt, HurtType.Physical, self.towards); enemy.SetEffectAnim(enemyEffectAnimName); if (!hasTriggered) { enemy.agent.attack += -attackDecrease; enemy.agent.attackChangeFromSkill += -attackDecrease; hasTriggered = true; enemy.AddTintTextToQueue("攻击\n降低"); } enemy.PlayShakeAnim(); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } int acutalHurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1)); enemy.AddHurtAndShow(acutalHurt, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName, null, 0, 0); enemy.SetRoleAnimTimeScale(1 - actionSpeedDecrease); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int hurt = self.agent.magicAttack + fixHurt + hurtBase * skillLevel; int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } hurt = Mathf.RoundToInt(hurt / (magicResistCal / 100f + 1)); if (hurt < 0) { hurt = 0; } // 伤害生效并显示 enemy.AddHurtAndShow(hurt, HurtType.Magical, self.towards); enemy.SetEffectAnim(enemyEffectAnimName); // 敌方被击中后退 enemy.PlayShakeAnim(); float roleAnimScaler = enemy.GetRoleAnimTimeScaler(); roleAnimScaler *= (1 - attackSpeedDecreaseScalerBase); if (roleAnimScaler < 0.6f) { return; } else { // 敌方行动速度减慢 enemy.SetRoleAnimTimeScale(roleAnimScaler); enemy.SetEffectAnim(CommonData.frozenEffectName, null, 0, 0); } }
//本次攻击造成额外<color=orange> 技能等级×20+30</color>点魔法伤害, //并使敌人中毒,每秒损失<color=orange> 技能等级×1%×物理攻击</color> 的生命, 持续4s protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int physicalHurt = fixHurt + hurtBase * skillLevel + self.agent.attack; int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } physicalHurt = Mathf.RoundToInt(physicalHurt / (armorCal / 100f + 1)); enemy.AddHurtAndShow(physicalHurt, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName); int magicAttackGain = magicAttackGainBase * skillLevel; self.agent.magicAttack += magicAttackGain; self.agent.magicAttackChangeFromSkill += magicAttackGain; self.AddTintTextToQueue("魔攻\n提升"); //enemy.SetEffectAnim(enemyEffectAnimName, null, 0, poisonDuration); //poisonBase = (int)(self.agent.attack * poisonScaler * skillLevel) + fixPoisonHurt; // // 中毒后的持续伤害 //if (poisonCoroutine != null) { // StopCoroutine (poisonCoroutine); //} //poisonCoroutine = Poison (self, enemy); //StartCoroutine (poisonCoroutine); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int healthDecrease = (int)(skillLevel * healthDecreaseScaler * self.agent.armor + fixHealthDecrease); enemy.AddHurtAndShow(healthDecrease, HurtType.Physical, self.towards); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName); hasTriggered = true; int armorIncrease = skillLevel * armorGainBase; self.agent.armor += armorIncrease; self.agent.armorChangeFromSkill += armorIncrease; self.AddTintTextToQueue("护甲\n提升"); self.SetEffectAnim(selfEffectAnimName); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int actualHurt = 0; switch (hurtType) { case HurtType.Physical: int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } actualHurt = (int)(fixHurt / (armorCal / 100f + 1)); break; case HurtType.Magical: int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } actualHurt = (int)(self.agent.magicAttack / (magicResistCal / 100f + 1)); break; } enemy.AddHurtAndShow(actualHurt, hurtType, self.towards); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } int actualPhysicalHurt = Mathf.RoundToInt(physicalHurt / (armorCal / 100f + 1)); int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } int actualMagicalHurt = Mathf.RoundToInt(magicalHurt / (magicResistCal / 100f + 1)); enemy.AddHurtAndShow(actualPhysicalHurt, HurtType.Physical, self.towards); enemy.AddHurtAndShow(actualMagicalHurt, HurtType.Magical, self.towards); //enemy.UpdateStatusPlane(); enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName, null, 0, durativeHurtDuration); if (durativeHurtCoroutine != null) { StopCoroutine(durativeHurtCoroutine); } durativeHurtCoroutine = DurativeHurt(self, enemy); StartCoroutine(durativeHurtCoroutine); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { // 提升暴击概率 float crit = self.agent.crit + critScalerGain; // 普通攻击的伤害 int hurt = self.agent.attack; // 判断是否暴击,暴击后伤害提升为暴击伤害 if (isEffective(crit)) { hurt = (int)(hurt * self.agent.critHurtScaler); enemy.AddTintTextToQueue("暴击"); } // 加上技能产生的额外伤害 hurt += hurtBase * skillLevel + fixHurt; int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } // 与对方护甲进行结算后得出实际伤害 hurt = Mathf.RoundToInt(hurt / (armorCal / 100f + 1)); // 伤害生效并显示 enemy.AddHurtAndShow(hurt, HurtType.Physical, self.towards); // 敌方做被击中的后退动作 enemy.PlayShakeAnim(); enemy.SetEffectAnim(enemyEffectAnimName); }
public int skillSourceValue; //魔法伤害值 protected override void ExcuteNoneTriggeredSkillLogic(BattleAgentController self, BattleAgentController enemy) { // 执行攻击触发事件回调 for (int i = 0; i < self.attackTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = self.attackTriggerExcutors[i]; switch (excutor.triggerSource) { case SkillEffectTarget.Self: excutor.triggeredCallback(self, enemy); break; case SkillEffectTarget.Enemy: excutor.triggeredCallback(enemy, self); break; } } // 敌方执行被攻击触发事件回调 for (int i = 0; i < enemy.beAttackedTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = enemy.beAttackedTriggerExcutors[i]; switch (excutor.triggerSource) { case SkillEffectTarget.Self: excutor.triggeredCallback(enemy, self); break; case SkillEffectTarget.Enemy: excutor.triggeredCallback(self, enemy); break; } } //计算对方闪避率(敌方的基础闪避率 - 己方的闪避修正) int enemyDodge = enemy.propertyCalculator.dodge; float dodgeProbability = dodgeSeed * enemyDodge / (1 + dodgeSeed * enemyDodge) - self.propertyCalculator.dodgeFixScaler; //判断对方是否闪避成功 if (isEffective(dodgeProbability)) { enemy.propertyCalculator.specialAttackResult = SpecialAttackResult.Miss; enemy.AddFightTextToQueue(string.Empty, SpecialAttackResult.Miss); return; } enemy.PlayShakeAnim(); //原始魔法伤害值 self.propertyCalculator.magicalHurtToEnemy += skillSourceValue; SetEffectAnims(self, enemy); // 执行己方攻击命中的回调 for (int i = 0; i < self.hitTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = self.hitTriggerExcutors[i]; switch (excutor.triggerSource) { case SkillEffectTarget.Self: excutor.triggeredCallback(self, enemy); break; case SkillEffectTarget.Enemy: excutor.triggeredCallback(enemy, self); break; } } // 执行敌方被击中的回调 for (int i = 0; i < enemy.beHitTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = enemy.beHitTriggerExcutors[i]; switch (excutor.triggerSource) { case SkillEffectTarget.Self: excutor.triggeredCallback(enemy, self); break; case SkillEffectTarget.Enemy: excutor.triggeredCallback(self, enemy); break; } } self.propertyCalculator.CalculateAgentHealth(); enemy.propertyCalculator.CalculateAgentHealth(); self.UpdateFightStatus(); enemy.UpdateFightStatus(); self.UpdateStatusPlane(); enemy.UpdateStatusPlane(); self.propertyCalculator.ResetAllHurt(); enemy.propertyCalculator.ResetAllHurt(); }
protected override void ExcuteActiveSkillLogic(BattleAgentController self, BattleAgentController enemy) { // 如果是玩家角色,则在每次攻击时重设攻速 if (self is BattlePlayerController) { int attackSpeedInt = 0; for (int i = 0; i < self.agent.allEquipedEquipments.Length; i++) { Equipment equipment = self.agent.allEquipedEquipments[i]; if (equipment.itemId == -1) { continue; } if (equipment.equipmentType == EquipmentType.Weapon) { attackSpeedInt = (int)equipment.attackSpeed; break; } } for (int i = 0; i < self.agent.attachedPermanentPassiveSkills.Count; i++) { PermanentPassiveSkill permanentPassiveSkill = self.agent.attachedPermanentPassiveSkills[i]; if (permanentPassiveSkill is JiSu) { attackSpeedInt++; break; } } if (attackSpeedInt > 3) { attackSpeedInt = 3; } (self.agent as Player).attackSpeed = (AttackSpeed)attackSpeedInt; } SetEffectAnims(self, enemy); // 执行攻击触发事件回调 for (int i = 0; i < self.attackTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = self.attackTriggerExcutors[i]; excutor.triggeredCallback(self, enemy); } // 敌方执行被攻击触发事件回调 for (int i = 0; i < enemy.beAttackedTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = enemy.beAttackedTriggerExcutors[i]; excutor.triggeredCallback(enemy, self); } //计算对方闪避率(敌方的基础闪避率 - 己方的闪避修正) float enemyDodge = enemy.agent.dodge; //判断对方是否闪避成功 if (isEffective(enemyDodge)) { enemy.AddTintTextToQueue("闪避"); return; } int actualPhysicalHurt = 0; int actualMagicalHurt = 0; if (self.agent.attack > 0) { //int oriPhysicalHurt = self.agent.attack + self.agent.armorDecrease / 4; int oriPhysicalHurt = self.agent.attack; float crit = self.agent.crit; if (isEffective(crit)) { enemy.AddTintTextToQueue("暴击"); oriPhysicalHurt = (int)(oriPhysicalHurt * self.agent.critHurtScaler); } int armorCal = enemy.agent.armor - self.agent.armorDecrease / 2; if (armorCal < -50) { armorCal = -50; } actualPhysicalHurt = (int)(oriPhysicalHurt / (armorCal / 100f + 1)); //actualPhysicalHurt = oriPhysicalHurt - enemy.agent.armor / 4; if (actualPhysicalHurt < 0) { actualPhysicalHurt = 0; } enemy.AddHurtAndShow(actualPhysicalHurt, HurtType.Physical, self.towards); } if (self.agent.magicAttack > 0) { int magicResistCal = enemy.agent.magicResist - self.agent.magicResistDecrease / 2; if (magicResistCal < -50) { magicResistCal = -50; } actualMagicalHurt = (int)(self.agent.magicAttack / (magicResistCal / 100f + 1)); if (actualMagicalHurt < 0) { actualMagicalHurt = 0; } enemy.AddHurtAndShow(actualMagicalHurt, HurtType.Magical, self.towards); } enemy.PlayShakeAnim(); self.agent.physicalHurtToEnemy = actualPhysicalHurt; self.agent.magicalHurtToEnemy = actualMagicalHurt; // 执行己方攻击命中的回调 for (int i = 0; i < self.hitTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = self.hitTriggerExcutors[i]; excutor.triggeredCallback(self, enemy); } // 执行敌方被击中的回调 for (int i = 0; i < enemy.beHitTriggerExcutors.Count; i++) { TriggeredSkillExcutor excutor = enemy.beHitTriggerExcutors[i]; excutor.triggeredCallback(enemy, self); } }