Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 3 weeks ago
parent
commit
b8dabeb8d5
28 changed files with 275 additions and 190 deletions
  1. 109 7
      Assets/Res/Config/BuffConfig.json
  2. 0 7
      Assets/Res/Config/BuffPoolConfig.json.meta
  3. 0 11
      Assets/Scripts/GameData/ExcelConfig/BuffPoolConfig.cs.meta
  4. 0 55
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  5. 0 3
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs.meta
  6. 17 40
      Assets/Scripts/GameLogic/Combat/Skill/S1101.cs
  7. 3 3
      Assets/Scripts/GameLogic/Combat/Skill/S1101.cs.meta
  8. 22 36
      Assets/Scripts/GameLogic/Combat/Skill/S1201.cs
  9. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1201.cs.meta
  10. 71 0
      Assets/Scripts/GameLogic/Combat/Skill/S1202.cs
  11. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1202.cs.meta
  12. 35 14
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs
  13. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs.meta
  14. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S1401.cs
  15. 0 0
      Assets/Scripts/GameLogic/Combat/Skill/S1401.cs.meta
  16. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S1402.cs
  17. 0 0
      Assets/Scripts/GameLogic/Combat/Skill/S1402.cs.meta
  18. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S2004.cs
  19. 0 0
      Assets/Scripts/GameLogic/Combat/Skill/S2004.cs.meta
  20. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501001.cs
  21. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501201.cs
  22. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501301.cs
  23. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501401.cs
  24. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501501.cs
  25. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501601.cs
  26. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501701.cs
  27. BIN
      Excel2Json/Excel/Buff.xlsx
  28. 1 0
      XiuXianGame.sln.DotSettings.user

+ 109 - 7
Assets/Res/Config/BuffConfig.json

@@ -3,7 +3,7 @@
     {
       "ID": 10011,
       "nameTest": "寒气",
-      "decTest": "每到寒气对敌人的功法运转速度降低1%,10道寒气后,敌人将会被冻结,功法不在运转。火系功法能清除1层",
+      "decTest": "每到寒气对敌人的功法运转速度降低{0}%",
       "icon": "icon_buff1",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -23,7 +23,7 @@
     {
       "ID": 10021,
       "nameTest": "冻结",
-      "decTest": "敌人不能做任何作用,功法将会被封住。部分法宝可以释放",
+      "decTest": "敌人不能做任何作用,功法将会被封住。",
       "icon": "icon_buff1",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -43,14 +43,15 @@
     {
       "ID": 10031,
       "nameTest": "毒",
-      "decTest": "每层毒对敌人每秒照成1%伤害,10层毒后毒气会入侵五脏对敌人对敌人施加噬魂",
+      "decTest": "每层毒对敌人每秒照成{0}%木属性伤害,{1}层毒后毒气会入侵五脏对敌人对敌人施加噬魂",
       "icon": "icon_buff1",
       "buffName": 500003,
       "buffEffectDes": 500044,
       "buffGroup": 1003,
       "overlayCount": 10,
       "effectValue": [
-        1.0
+        2.0,
+        10.0
       ],
       "timeType": 1,
       "buffTime": 9.0,
@@ -63,7 +64,7 @@
     {
       "ID": 10041,
       "nameTest": "噬魂",
-      "decTest": "敌人每使用一次功法对应功法的伤势增加1",
+      "decTest": "敌人每使用一次功法对应功法的伤势增加{0}",
       "icon": "icon_buff1",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -83,7 +84,7 @@
     {
       "ID": 10051,
       "nameTest": "灼热",
-      "decTest": "每秒对敌人照成火属性灼烧伤害。5层后对敌人照成火系伤势+1。水洗功法能清除1层",
+      "decTest": "对敌人照成{0}火属性灼烧伤害",
       "icon": "icon_buff1",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -148,7 +149,7 @@
       "buffName": 500003,
       "buffEffectDes": 500044,
       "buffGroup": 1008,
-      "overlayCount": 1,
+      "overlayCount": 20,
       "effectValue": [
         0.0
       ],
@@ -179,6 +180,107 @@
       "IsControlBuff": 0,
       "IsHideIcon": 0,
       "scriptsName": "b_1009"
+    },
+    {
+      "ID": 10101,
+      "nameTest": "灼痛",
+      "decTest": "敌人皮肤和静脉被火焰灼烧溃烂,使用功法时自身受到当前生命{0}%伤",
+      "icon": "icon_buff1",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1010,
+      "overlayCount": 1,
+      "effectValue": [
+        1.0
+      ],
+      "timeType": 1,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1010"
+    },
+    {
+      "ID": 10111,
+      "nameTest": "流血",
+      "decTest": "敌人持续流血{0}金属性伤害",
+      "icon": "icon_buff1",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1011,
+      "overlayCount": 20,
+      "effectValue": [
+        2.0
+      ],
+      "timeType": 1,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1011"
+    },
+    {
+      "ID": 10121,
+      "nameTest": "放血",
+      "decTest": "敌人受到一次大量{0}%金属性伤害,后续流血伤害提升{1}%,持续{2}秒。持续期间不在受到流血带来的放血",
+      "icon": "icon_buff1",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1012,
+      "overlayCount": 1,
+      "effectValue": [
+        100.0,
+        10.0
+      ],
+      "timeType": 1,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1012"
+    },
+    {
+      "ID": 10131,
+      "nameTest": "细尘",
+      "decTest": "敌人吸入细尘,细尘会累计到一定{0}数量后随机封锁一个筋脉",
+      "icon": "icon_buff1",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1013,
+      "overlayCount": 20,
+      "effectValue": [
+        20.0
+      ],
+      "timeType": 1,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1013"
+    },
+    {
+      "ID": 10141,
+      "nameTest": "破甲",
+      "decTest": "敌人防御降低{0}%",
+      "icon": "icon_buff1",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1014,
+      "overlayCount": 10,
+      "effectValue": [
+        10.0
+      ],
+      "timeType": 1,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1014"
     }
   ]
 }

+ 0 - 7
Assets/Res/Config/BuffPoolConfig.json.meta

@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: XisWty74UHMSge9cfxn+4FeXg4sHCRyqTiPNeSC5ioL0khanXU5lvYDfvlp8
-TextScriptImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/BuffPoolConfig.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: CS9NtCj7BnMDJfnTcu916le4Mr/FXq1UIDdS9X7vI7U8m9NzytL4phI=
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 55
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -1,55 +0,0 @@
-using System.Collections.Generic;
-using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
-using GameLogic.Combat.CombatTool;
-using GameLogic.Combat.Hero;
-using UnityEngine;
-using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
-
-namespace GameLogic.Combat.Skill
-{
-    /// <summary>
-    /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5%
-    /// </summary>
-    public class S1001 : SkillBasic
-    {
-        protected override void ProUseSkill()
-        {
-            for (int i = 0; i < effectValue[0]; i++)
-            {
-                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
-                    .GetThis<CombatHeroEntity>()
-                    .GetMainHotPoin<CombatHeroHitPoint>();
-                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
-                currTarget.Add(combatHeroHitPoint);
-                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
-                ActivationTimeLineData("jianjue", currTarget: currTarget,
-                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
-            }
-        }
-
-        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
-            TriggerData triggerData)
-        {
-        }
-
-        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
-            ITimelineFxLogic timelineFxLogic,
-            TriggerData triggerData)
-        {
-            float harmBl = effectValue[1];
-            // CombatC
-            int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
-            if (c > 0)
-            {
-                harmBl += effectValue[2];
-            }
-
-            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                harmBl);
-
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
-                wuXingType,
-                HarmType.Default);
-        }
-    }
-}

+ 0 - 3
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 2663a5cc22544db1b8d10dc71c7f640c
-timeCreated: 1738912903

+ 17 - 40
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs

@@ -1,5 +1,5 @@
-using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
-using GameLogic.Combat.Buff;
+using System.Collections.Generic;
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
@@ -8,49 +8,25 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒
+    /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5%
     /// </summary>
     public class S1101 : SkillBasic
     {
-        private int currCount;
-        private Vector3 startPos;
-        private Vector3 fangXiang;
-
         protected override void ProUseSkill()
         {
-            currCount = 0;
-
-            // Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 2, -1));
-            // Vector3 p2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 0, -1));
-            // startPos = p2;
-            // fangXiang = (p - p2).normalized;
-            for (int i = 0; i <  effectValue[0]; i++)
+            for (int i = 0; i < effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                     .GetThis<CombatHeroEntity>()
                     .GetMainHotPoin<CombatHeroHitPoint>();
                 BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
                 currTarget.Add(combatHeroHitPoint);
-                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
-                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
-
-                ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
-                    customizePos: new Vector3[] { p }, indexCount: i);
+                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+                ActivationTimeLineData("jianjue", currTarget: currTarget,
+                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
             }
         }
 
-        // private void Launch()
-        // {
-        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
-        //         .GetThis<CombatHeroEntity>()
-        //         .GetMainHotPoin<CombatHeroHitPoint>();
-        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
-        //     currTarget.Add(combatHeroHitPoint);
-        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
-        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
-        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
-        // }
-
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
@@ -60,19 +36,20 @@ namespace GameLogic.Combat.Skill
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
+            float harmBl = effectValue[1];
+            // CombatC
+            int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
+            if (c > 0)
+            {
+                harmBl += effectValue[2];
+            }
+
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                effectValue[1]);
+                harmBl);
+
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                 wuXingType,
                 HarmType.Default);
-            
-            int odds= Random.Range(0, 100);
-            if (odds < effectValue[2])
-            {
-                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
-                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
-            }
-
         }
     }
 }

+ 3 - 3
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs.meta

@@ -1,3 +1,3 @@
-fileFormatVersion: 2
-guid: e1ef1ddc68574c5aa442bf1cc0c24b87
-timeCreated: 1743553747
+fileFormatVersion: 2
+guid: 2663a5cc22544db1b8d10dc71c7f640c
+timeCreated: 1738912903

+ 22 - 36
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs

@@ -9,16 +9,25 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。
+    /// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
     /// </summary>
-    public class S1201 : SkillBasic
+    public class S1201: SkillBasic
     {
         private int currCount;
 
         protected override void ProUseSkill()
         {
-            ActivationTimeLineData("bingqiu");
-            currCount = 0;
+            ActivationTimeLineData("bingzhui");
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+                ActivationTimeLineData("bingzhui_fashe",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
+            }
+            // currCount = 0;
         }
 
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
@@ -26,45 +35,22 @@ namespace GameLogic.Combat.Skill
         {
         }
 
-        protected void FaShe()
-        {
-            if (currCount > effectValue[0]||CombatHeroEntity==null||CombatHeroEntity.CombatAIBasic==null||CombatHeroEntity.CombatAIBasic.currFocusTarget==null)
-            {
-                return;
-            }
 
-            currCount++;
-            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
-                .GetThis<CombatHeroEntity>()
-                .GetMainHotPoin<CombatHeroHitPoint>();
-            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
-            currTarget.Add(combatHeroHitPoint);
-            Vector3 p = CombatHeroEntity.dotPos;
-            ActivationTimeLineData("bingqiu_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });
-            CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
-        }
 
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            if (groupName.Equals("bingqiu"))
-            {
-                FaShe();
-            }
-            else
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType,
+                HarmType.Default);
+            int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
+            if (odds <= effectValue[2])
             {
-                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                    effectValue[1]);
-                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
-                    wuXingType,
-                    HarmType.Default);
-                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
-                if (odds <= effectValue[2])
-                {
-                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
-                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
-                }
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
+                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
             }
         }
     }

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs.meta

@@ -1,3 +1,3 @@
 fileFormatVersion: 2
-guid: 1d03b62d493b4d26852974ef4b00ea10
-timeCreated: 1743554538
+guid: 062405f3396a4442b594c71623b1ad72
+timeCreated: 1743555341

+ 71 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1202.cs

@@ -0,0 +1,71 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatTimer;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。
+    /// </summary>
+    public class S1202 : SkillBasic
+    {
+        private int currCount;
+
+        protected override void ProUseSkill()
+        {
+            ActivationTimeLineData("bingqiu");
+            currCount = 0;
+        }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected void FaShe()
+        {
+            if (currCount > effectValue[0]||CombatHeroEntity==null||CombatHeroEntity.CombatAIBasic==null||CombatHeroEntity.CombatAIBasic.currFocusTarget==null)
+            {
+                return;
+            }
+
+            currCount++;
+            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                .GetThis<CombatHeroEntity>()
+                .GetMainHotPoin<CombatHeroHitPoint>();
+            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+            currTarget.Add(combatHeroHitPoint);
+            Vector3 p = CombatHeroEntity.dotPos;
+            ActivationTimeLineData("bingqiu_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });
+            CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+            if (groupName.Equals("bingqiu"))
+            {
+                FaShe();
+            }
+            else
+            {
+                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                    effectValue[1]);
+                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                    wuXingType,
+                    HarmType.Default);
+                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
+                if (odds <= effectValue[2])
+                {
+                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
+                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+                }
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1202.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: XH9NsXulU3Ih+XOZNEstwBvfcvy7eDtLZ84lIo79HhIg8iN8O9mSqBryMD4w
+timeCreated: 1743554538

+ 35 - 14
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs

@@ -1,5 +1,4 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
-using Common.Utility.CombatTimer;
 using GameLogic.Combat.Buff;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
@@ -9,34 +8,54 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
+    /// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒
     /// </summary>
-    public class S1301: SkillBasic
+    public class S1301 : SkillBasic
     {
         private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
 
         protected override void ProUseSkill()
         {
-            ActivationTimeLineData("bingzhui");
-            for (int i = 0; i < effectValue[0]; i++)
+            currCount = 0;
+
+            // Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 2, -1));
+            // Vector3 p2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 0, -1));
+            // startPos = p2;
+            // fangXiang = (p - p2).normalized;
+            for (int i = 0; i <  effectValue[0]; i++)
             {
-                CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
                     .GetMainHotPoin<CombatHeroHitPoint>();
                 BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
                 currTarget.Add(combatHeroHitPoint);
-                SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
-                ActivationTimeLineData("bingzhui_fashe",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
+                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
+
+                ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i);
             }
-            // currCount = 0;
         }
 
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
         }
 
-
-
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
@@ -46,12 +65,14 @@ namespace GameLogic.Combat.Skill
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                 wuXingType,
                 HarmType.Default);
-            int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
-            if (odds <= effectValue[2])
+            
+            int odds= Random.Range(0, 100);
+            if (odds < effectValue[2])
             {
-                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
                 targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
             }
+
         }
     }
 }

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs.meta

@@ -1,3 +1,3 @@
 fileFormatVersion: 2
-guid: 062405f3396a4442b594c71623b1ad72
-timeCreated: 1743555341
+guid: e1ef1ddc68574c5aa442bf1cc0c24b87
+timeCreated: 1743553747

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs → Assets/Scripts/GameLogic/Combat/Skill/S1401.cs

@@ -10,7 +10,7 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 烈焰剑  向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
     /// </summary>
-    public class S2001 : SkillBasic
+    public class S1401 : SkillBasic
     {
         private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
 

+ 0 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs.meta → Assets/Scripts/GameLogic/Combat/Skill/S1401.cs.meta


+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S2002.cs → Assets/Scripts/GameLogic/Combat/Skill/S1402.cs

@@ -13,7 +13,7 @@ namespace GameLogic.Combat.Skill
     /// 飞龙数量+1,并对敌人施加1层灼烧
     ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害
     /// </summary>
-    public class S2002 : SkillBasic
+    public class S1402 : SkillBasic
     {
         private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
 

+ 0 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2002.cs.meta → Assets/Scripts/GameLogic/Combat/Skill/S1402.cs.meta


+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501101.cs → Assets/Scripts/GameLogic/Combat/Skill/S2004.cs

@@ -7,7 +7,7 @@ namespace GameLogic.Combat.Skill
     /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
     /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70%
     /// </summary>
-    public class S501101 : SkillBasic
+    public class S2004 : SkillBasic
     {
         protected override void ProUseSkill()
         {

+ 0 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501101.cs.meta → Assets/Scripts/GameLogic/Combat/Skill/S2004.cs.meta


+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501001.cs

@@ -8,7 +8,7 @@ namespace GameLogic.Combat.Skill
     ///
     /// 法宝可以瞬间释放,切不在进入对拼状态
     /// </summary>
-    public class S501001 : SkillBasic
+    public class S2002 : SkillBasic
     {
         protected override void ProInitSkill()
         {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501201.cs

@@ -10,7 +10,7 @@ namespace GameLogic.Combat.Skill
     /// 火焰决 每层经过火经脉时使火系功法伤害提升1%,最多叠加20层
     /// 跌到满层后火系功法对敌人照成的伤害都会让敌人灼烧1层
     /// </summary>
-    public class S501201 : SkillBasic
+    public class S2005 : SkillBasic
     {
         private int _currAddCount;
 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501301.cs

@@ -7,7 +7,7 @@ namespace GameLogic.Combat.Skill
     /// 乾坤巨灵诀 后方槽位第一个技能体型巨大化,且在对碰中受到伤害减少20%
     /// 受影响的功法被碰撞摧毁时不在消失,并且恢复30%以损失的强度
     /// </summary>
-    public class S501301 : SkillBasic
+    public class S2006 : SkillBasic
     {
         protected override void ProUseSkill()
         {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501401.cs

@@ -9,7 +9,7 @@ namespace GameLogic.Combat.Skill
     /// 天风迅灵 后槽位技能在催动时获得转盘加速10%,持续2秒
     /// 加速期间伤害提升10%
     /// </summary>
-    public class S501401 : SkillBasic
+    public class S2007 : SkillBasic
     {
         private float _addSpeed;
         private bool _isUpdate;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501501.cs

@@ -8,7 +8,7 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 崩脉决 前方功法照成伤害时有5%概率施加一层对应属性的伤势
     /// </summary>
-    public class S501501 : SkillBasic
+    public class S2003 : SkillBasic
     {
         protected override void ProUseSkill()
         {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501601.cs

@@ -8,7 +8,7 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 天衍星辰诀  引星辰之力入体,增强玩家体魄,让后方槽位的功法无视护盾
     /// </summary>
-    public class S501601 : SkillBasic
+    public class S2001 : SkillBasic
     {
         protected override void ProUseSkill()
         {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501701.cs

@@ -8,7 +8,7 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 太虚剑意 后方槽位如果是剑功法,在释放功法时额外释放一道剑气,对敌人照成100%伤害,并无视护盾类效果
     /// </summary>
-    public class S501701 : SkillBasic
+    public class S2008 : SkillBasic
     {
         protected override void ProUseSkill()
         {

BIN
Excel2Json/Excel/Buff.xlsx


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -23,6 +23,7 @@
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AQuaternion_002Ecs_002Fl_003AC_0021_003FUsers_003Fck_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F2008d2d6093f4149aaeafd5f414aa7a517c400_003Fe8_003F196a10dc_003FQuaternion_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F9c2967a135e648bdb993c5397a44991b573620_003F9f_003F293a2b71_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fb18a8b3398e74bca86895881dd02956c573648_003F4c_003Fb5eddf34_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
+	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AS2002_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fa01b6d4ffd8a40da9aa90b33ff5055f23dc00_003Fce_003Fab212403_003FS2002_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ASingle_002Ecs_002Fl_003AC_0021_003FUsers_003Fck_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fb18a8b3398e74bca86895881dd02956c573648_003F16_003F2be7d3ed_003FSingle_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AStyleSheet_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F56d039fe633a4adf8fb266a0b1797e6c17a000_003Fcb_003Fe0e387fe_003FStyleSheet_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AThrowHelper_002Ecs_002Fl_003AC_0021_003FUsers_003Fck_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fe4df6db7850b4c40b72002ff5da8188846ac00_003F3b_003F1a234af4_003FThrowHelper_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>