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local Buff = class("Buff")
Buff.HP_CHANGE = 1 --生命变化(每回合生效)
Buff.HP_MAX_CHANGE = 2 --生命上限变化(状态)
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Buff.ATTR_CHANGE = 3 --属性变化(状态)
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Buff.IMMNUE_ATK = 4 -- 免疫普通攻击
Buff.BACK_HURT = 5 -- 伤害反弹
Buff.HURT_CHANGE = 6 -- 伤害变化
Buff.INJURED_CHANGE = 7 -- 受伤变化
Buff.HURT_TRANSFER = 8 -- 侍宠(转移自己受到的伤害)
Buff.HURT_ABSORB = 9 -- 舍身(吸收他人受到的伤害)
Buff.CANT_BACK_ATK = 10 -- 无法反击
Buff.IMMNUE_BUFF = 11 -- 免疫buff
Buff.CLEAR_BUFF = 12 -- 清除buff
Buff.CANT_SKILL = 13 -- 禁止技能
Buff.OPEN_BLOCK = 14 -- 翻开格子(每回合)
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Buff.SP_CHANGE = 15 -- sp变化(每回合)
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Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
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Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff
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Buff.CHANGE_DROP = 18 -- 转换掉落
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Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技
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Buff.EXP_ADD = 20 -- 增加exp(每回合)
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Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击
Buff.EXP_UP = 24 -- 杀敌经验提高
Buff.DISABLE_BUFF = 25 -- 禁用固有技
Buff.ATTR_CHANGE_COND = 26 --属性变化(状态)有条件
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Buff.CHANGE_DROP_TO_CLICK = 27 --掉落转换为click
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Buff.SP_MAX_CHANGE = 28 -- 魔法上限
Buff.ITEM_GET_UP = 29 -- 获得道具数量增加
Buff.Buff_EFFECT_CHANGE = 30 -- 改变 buff 效果
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--角色一些属性的变化
local function commonAttr(_Buff, attrName)
_Buff._init = function(self, data) --初始化变化值
self.owner:reSetAttr(attrName)
end
_Buff._effectValue = function(self)
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return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer, attrName
end
_Buff._overlay = function(self)
self.owner:reSetAttr(attrName)
end
_Buff._uncover = function(self)
self.owner:reSetAttr(attrName)
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end
_Buff._endBuff = function(self, data)
self.owner:reSetAttr(attrName)
end
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_Buff._effectChange = function(self)
self.owner:reSetAttr(attrName)
end
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end
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local function commonAttCond(_Buff, attrName)
_Buff._init = function(self, data) --初始化变化值
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self._changeV = self:_calculate()
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self:_reSetAttr(true)
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end
_Buff._overlay = function(self)
self._changeV = (self._changeV or 0) + self:_calculate()
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self:_reSetAttr(true)
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end
_Buff._uncover = function(self)
self._changeV = self._changeV - self._changeV / (self.layer + 1)
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self:_reSetAttr()
end
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_Buff._hpChange = function(self)
local oldHpMax = self.owner.hpMax
self.owner:reSetHpMax()
local curValue = self.owner.hpMax - oldHpMax
if curValue > 0 then
self.owner:recover(curValue, self.release) -- 防止release不存在,地图点buff
elseif curValue < 0 then
self.owner:hurt(self.release and self.release:getHurtValue(-curValue) or -curValue, self.release, {hurtType = 2, buffId = self.id})
end
end
_Buff._reSetAttr = function(self, isInit)
if attrName == "hp" then
if isInit then
self:_hpChange()
else
self.owner:reSetHpMax()
end
else
self.owner:reSetAttr(attrName)
end
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end
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_Buff._calculate = function(self)
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local effectCount = 0
if self.buffData.effectValue4 == 0 then
effectCount = self.owner.battle.adv.owner:getProperty("advItems"):getv(ItemId.OldCoin, 0)
end
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return self.buffData.effectValue2 * effectCount / tonumber(self.buffData.effectValue5)
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end
_Buff._initDB = function(self, data)
self._changeV = data.cv
end
_Buff._effectValue = function(self)
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return self.buffData.effectValue1, self._changeV, attrName
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end
_Buff._endBuff = function(self, data)
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self:_reSetAttr()
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end
_Buff._getDB = function(self)
return {cv = self._changeV}
end
end
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local BuffFactory = {
[Buff.HP_CHANGE] = function(_Buff)
_Buff._init = function(self, data) --初始化变化值
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self._changeV = self:_calculate()
end
_Buff._overlay = function(self)
self._changeV = (self._changeV or 0) + self:_calculate()
end
_Buff._uncover = function(self)
self._changeV = self._changeV - self._changeV / (self.layer + 1)
end
_Buff._calculate = function(self)
local curValue = 0
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if self.buffData.effectValue1 == 0 then --固定值
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curValue = self.buffData.effectValue2
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elseif self.buffData.effectValue1 == 1 then
local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
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curValue = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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end
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if curValue < 0 then
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if self.release then
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curValue = -self.release:getHurtValue(-curValue)
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end
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end
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return curValue
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end
_Buff._initDB = function(self, data)
self._changeV = data.cv
end
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_Buff._afterRound = function(self)
local value = self:effect()
if value > 0 then
self.owner:recover(value, self.release)
elseif value < 0 then
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self.owner:hurt(-value, self.release, {hurtType = self.buffData.effectValue5 == "1" and 6 or 2, buffId = self.id})
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end
end
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_Buff._effectValue = function(self)
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return self:doEffectChange(self._changeV)
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end
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_Buff._getDB = function(self)
return {cv = self._changeV}
end
end,
[Buff.HP_MAX_CHANGE] = function(_Buff)
_Buff._init = function(self, data) --初始化变化值
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self._changeV = self:_calculate()
self:_hpChange()
end
_Buff._overlay = function(self)
self._changeV = (self._changeV or 0) + self:_calculate()
self:_hpChange()
end
_Buff._uncover = function(self)
self._changeV = self._changeV - self._changeV / (self.layer + 1)
self.owner:reSetHpMax()
end
-- 提高生命上限的时候要相应提高生命值
_Buff._hpChange = function(self)
local oldHpMax = self.owner.hpMax
self.owner:reSetHpMax()
local curValue = self.owner.hpMax - oldHpMax
if curValue > 0 then
self.owner:recover(curValue, self.release) -- 防止release不存在,地图点buff
elseif curValue < 0 then
self.owner:hurt(self.release and self.release:getHurtValue(-curValue) or -curValue, self.release, {hurtType = 2, buffId = self.id})
end
end
_Buff._calculate = function(self)
local curValue = 0
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if self.buffData.effectValue1 == 0 then --固定值
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curValue = self.buffData.effectValue2
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elseif self.buffData.effectValue1 == 1 then
local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
local attrs = {[0] = "hp", [1] = "hpMax", [2] = "atk"}
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curValue = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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end
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return curValue
end
_Buff._effectValue = function(self)
return self:doEffectChange(self._changeV)
end
_Buff._endBuff = function(self)
self.owner:reSetHpMax()
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end
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_Buff._effectChange = function(self)
self.owner:reSetHpMax()
end
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_Buff._initDB = function(self, data)
self._changeV = data.cv
end
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_Buff._getDB = function(self)
return {cv = self._changeV}
end
end,
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[Buff.ATTR_CHANGE] = function(_Buff)
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local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
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commonAttr(_Buff, attrName)
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end,
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[Buff.ATTR_CHANGE_COND] = function(_Buff)
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local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
commonAttCond(_Buff, attrName)
end,
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[Buff.CHANGE_DROP_TO_CLICK] = function(_Buff)
_Buff._effectValue = function(self)
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-- id
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return self.buffData.effectValue1
end
end,
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[Buff.IMMNUE_BUFF] = function(_Buff)
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_Buff._canEffect = function(self, buffId, buffGroup)
local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
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if buffData.dispel == 0 and (not cType or (cType == 0 and buffId == aim) or (cType == 1 and buffData.group == aim)) then
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return true
end
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end
end,
[Buff.CLEAR_BUFF] = function(_Buff)
_Buff._init = function(self, data)
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for _, buff in ipairs(self.owner.buffs) do -- 挂上就清除一下子
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if not buff.isDel and self:canEffect(buff.id) and not self.isDel then
if not buff.isDel and not self.isDel then
self:effect()
buff:uncover()
end
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end
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end
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end
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_Buff._canEffect = function(self, buffId)
local buffData = csvdb["adv_map_buffCsv"][buffId]
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local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
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if buffData.dispel == 0 and (not cType or (cType == 0 and buffId == aim) or (cType == 1 and buffData.group == aim)) then
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return true
end
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end
end,
[Buff.OPEN_BLOCK] = function(_Buff)
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_Buff._afterRound = function(self)
local roomNum = self:effect()
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self.owner.battle.adv:getCurMap():openBlockRand(roomNum, not self.owner.monsterId)
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end
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_Buff._effectValue = function(self)
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-- 数量
return self.buffData.effectValue1 * self.layer
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end
end,
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[Buff.SP_CHANGE] = function(_Buff)
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_Buff._afterRound = function(self)
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local cType, value = self:effect()
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self.owner:changeSp(value, cType)
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end
_Buff._effectValue = function(self)
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-- 值/% 数量
return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
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end
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end,
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[Buff.EXP_ADD] = function(_Buff)
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_Buff._afterRound = function(self)
local value = self:effect()
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self.owner.battle.player:addExp(value)
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end
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_Buff._effectValue = function(self)
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-- 经验值
return self.buffData.effectValue1 * self.layer
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end
end,
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[Buff.DISABLE_BUFF] = function(_Buff)
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任务
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302
303
304
305
|
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
4f0a5fae
zhouhaihai
营养剂
|
306
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
|
[Buff.SP_MAX_CHANGE] = function(_Buff)
_Buff._init = function(self, data) --初始化变化值
self:_spChange()
end
_Buff._overlay = function(self)
self:_spChange()
end
_Buff._uncover = function(self)
self.owner:reSetSpMax()
end
_Buff._spChange = function(self)
local oldSpMax = self.owner.spMax
self.owner:reSetSpMax()
local curValue = self.owner.spMax - oldSpMax
self.owner:changeSp(curValue)
end
_Buff._endBuff = function(self)
self.owner:reSetSpMax()
end
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer
end
|
98761edc
zhouhaihai
buff 补充
|
334
|
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
335
336
|
[Buff.ITEM_GET_UP] = function(_Buff)
|
4f0a5fae
zhouhaihai
营养剂
|
337
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
338
339
|
-- 值/% 数量 id
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
|
4f0a5fae
zhouhaihai
营养剂
|
340
341
|
end
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
342
343
344
345
346
347
|
-- 影响到的buff类型 1=生命变化、2=生命上限、3=属性变化、6=伤害变化、7=受伤变化、15=回魔、16=生命变化 (胡博文)
[Buff.Buff_EFFECT_CHANGE] = function(_Buff)
_Buff._init = function(self)
-- 先给自己的buff 搞一下子
for _, buff in ipairs(self.owner.buffs) do
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
348
|
if not buff.isDel and (buff.buffData.classify:find(" " .. self.buffData.effectValue1) or buff.buffData.classify:find(self.buffData.effectValue1 .. " ")) then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
349
350
351
352
|
buff:effectChange()
end
end
end
|
4f0a5fae
zhouhaihai
营养剂
|
353
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
354
355
356
357
358
359
360
|
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer
end
_Buff._overlay = function(self)
self:_init()
end
_Buff._uncover = function(self)
self:_init()
|
4f0a5fae
zhouhaihai
营养剂
|
361
362
|
end
end,
|
46fac6f1
zhouahaihai
酱料
|
363
364
|
}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
|
-- 同样的返回 effectValue1, effectValue2 * self.layer 类型的buff
local function CommonFuncBackEffect12(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
end
end
BuffFactory[Buff.BACK_HURT] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.HURT_CHANGE] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.INJURED_CHANGE] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.HURT_TRANSFER] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.HURT_ABSORB] = CommonFuncBackEffect12 -- 值/% 数量
BuffFactory[Buff.CHANGE_DROP] = CommonFuncBackEffect12 -- id 数量
BuffFactory[Buff.EXP_UP] = CommonFuncBackEffect12 -- 值/% 数量
-- 历史遗留问题
BuffFactory[Buff.HP_CHANGE_NOW] = BuffFactory[Buff.HP_CHANGE]
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
382
383
384
|
function Buff:ctor(owner, id)
self.owner = owner
self.id = id
|
3b0526d2
zhouhaihai
冒险demo
|
385
|
self.buffData = csvdb["adv_map_buffCsv"][self.id]
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
386
|
self.isDel = false
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
387
|
self.roundSpace = 0 --生效间隔
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
388
|
self.round = 0 --剩余的回合
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
389
|
self.count = -1 -- 可生效的次数 -1 无次数限制
|
ccbafe67
zhouhaihai
冒险神器和buff
|
390
|
self.layer = 1 -- 当前buff 层数
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
391
|
self.releaseId = nil -- 释放的怪物Id
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
392
393
394
395
396
|
if BuffFactory[self.buffData.type] then
BuffFactory[self.buffData.type](self)
end
end
|
46fac6f1
zhouahaihai
酱料
|
397
398
399
400
401
402
403
404
405
406
407
408
409
|
function Buff.create(owner, release, data)
local buff = Buff.new(owner, data.id)
buff:initNew(release, data)
return buff
end
function Buff.load(owner, data)
local buff = Buff.new(owner, data.id)
buff:initByDB(data)
return buff
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
410
|
function Buff:initNew(release, data)
|
6d238bc6
suhongyang
Fix bug
|
411
|
self.release = release or self.owner
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
412
|
self.releaseId = self.release.monsterId or 0
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
413
|
self.round = self.buffData.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
414
415
|
self.roundSpace = 0 --生效间隔
self.layer = 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
416
417
418
419
420
|
if self.buffData.effectTime > 0 then
self.count = self.buffData.effectTime
end
if self._init then
self:_init(data)
|
46fac6f1
zhouahaihai
酱料
|
421
422
423
424
425
426
427
428
429
430
431
|
end
end
function Buff:initByDB(data)
if data.rele then
if data.rele == 0 then
self.release = self.owner.battle.player
else
self.release = self.owner.battle:getEnemyById(data.rele)
end
end
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
432
|
self.releaseId = data.releId
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
433
|
self.round = data.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
434
|
self.roundSpace = data.roundSp
|
46fac6f1
zhouahaihai
酱料
|
435
436
437
|
if data.count then
self.count = data.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
438
|
self.layer = data.layer or 1
|
46fac6f1
zhouahaihai
酱料
|
439
440
441
442
443
|
if self._initDB then
self:_initDB(data)
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
444
|
|
46fac6f1
zhouahaihai
酱料
|
445
|
function Buff:afterRound()
|
b176d7d3
zhouhaihai
冒险成就
|
446
|
if self.isDel or self.owner.isDead then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
447
448
449
450
451
452
453
|
-- keepTerm 检查
if not self:checkKeep() then
self.isDel = true
return
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
454
|
if self.roundSpace > 0 then
|
8d8bf91a
suhongyang
fix bug
|
455
|
self.roundSpace = self.roundSpace - 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
456
457
458
459
460
461
|
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
462
|
if self.buffData.roundTime > 0 then
|
8d8bf91a
suhongyang
fix bug
|
463
|
self.roundSpace = self.buffData.roundTime
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
464
465
466
|
end
self:decRound()
end
|
46fac6f1
zhouahaihai
酱料
|
467
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
468
|
-- 只使用owner 和 buffData 和 releaseId
|
ccbafe67
zhouhaihai
冒险神器和buff
|
469
470
471
472
473
474
475
476
477
478
|
function Buff:checkKeep()
if self.buffData.keepTerm == "" then return true end
--[[
1=怪物id;
2=建筑id;
3=事件id
4=队伍为特定属性时
--]]
local checkFunc = {}
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
479
|
checkFunc[1] = function(_)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
480
481
|
local enemys = self.owner.battle.player:getTeam(2)
for _, enemy in pairs(enemys) do
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
482
|
if enemy.monsterId == self.releaseId then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
|
return true
end
end
return false
end
checkFunc[2] = function(_, buildId)
for roomId, room in pairs(self.owner.battle.adv:getCurMap().rooms) do
for blockId, block in pairs(room.blocks) do
if block.isOpen and block:getEventType() == AdvEventType.Build and block.event.id == buildId then
return true
end
end
end
return false
end
checkFunc[3] = function(_, chooseId)
for roomId, room in pairs(self.owner.battle.adv:getCurMap().rooms) do
for blockId, block in pairs(room.blocks) do
if block.isOpen and (block:getEventType() == AdvEventType.Choose or block:getEventType() == AdvEventType.LinkChoose) and block.event.id == chooseId then
return true
end
end
end
return false
end
checkFunc[4] = function(_, teamAttr)
local role = self.owner.battle.adv.owner
return role:getHerosCamp(role:getProperty("advTeam").heros) == teamAttr
end
local keepTerm = self.buffData.keepTerm:toArray(true, "=")
if not checkFunc[keepTerm[1]] then return true end
return checkFunc[keepTerm[1]](table.unpack(keepTerm))
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
518
|
function Buff:decRound()
|
4f0a5fae
zhouhaihai
营养剂
|
519
|
if self.buffData.round <= 0 then
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
520
521
522
523
524
525
526
527
|
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
|
596ac19f
zhouhaihai
buff
|
528
529
530
531
532
533
534
|
function Buff:afterLayer()
-- 持续一层
if self.buffData.round == 0 then
self.isDel = true
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
535
536
537
|
function Buff:canEffect(...)
if not self._canEffect then
return true
|
46fac6f1
zhouahaihai
酱料
|
538
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
539
|
return self:_canEffect(...)
|
46fac6f1
zhouahaihai
酱料
|
540
541
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
542
|
function Buff:effect()
|
3c89adfb
zhouhaihai
buff 减次数
|
543
|
self:decCount()
|
46fac6f1
zhouahaihai
酱料
|
544
545
546
|
if self._effectValue then
return self:_effectValue()
end
|
46fac6f1
zhouahaihai
酱料
|
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
|
end
--删除buff 时调用
function Buff:endBuff()
if self._endBuff then
self:_endBuff()
end
end
function Buff:getType()
return self.buffData.type
end
function Buff:decCount()
if self.count == -1 then return end
self.count = self.count - 1
if self.count <= 0 then
self.isDel = true
end
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
|
function Buff:getOverlay()
if self.buffData.overlay == "" then
return false
end
local otype, layer = table.unpack(self.buffData.overlay:toArray(true, "="))
if otype == 1 then -- 叠加
return true, layer or 0 -- 0 叠加无数层
end
return false
end
-- 叠加
function Buff:overlay(releaser, data)
local otype, maxLayer = self:getOverlay()
if self.isDel or not otype then -- 新获得的 (不可叠加相当于新获得的)
self.isDel = false
self:endBuff()
self:initNew(releaser, data)
else
-- 重置回合 次数
self.roundSpace = 0
self.round = self.buffData.round
if self.buffData.effectTime > 0 then
self.count = self.buffData.effectTime
else
self.count = -1
end
self.release = releaser or self.release
-- 叠加层数
self.layer = self.layer + 1
if maxLayer ~= 0 then
self.layer = math.min(maxLayer, self.layer)
end
if self._overlay then
self:_overlay()
end
end
end
-- 扣减层数
function Buff:uncover()
if self.layer <= 1 then
self.isDel = true
end
self.layer = self.layer - 1
if self._uncover then
self:_uncover()
end
end
-- buff 效果增益减益
function Buff:effectChange()
if self._effectChange then
self:_effectChange()
end
end
function Buff:doEffectChange(effect)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
627
|
if self.buffData.classify == "" then return effect end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
628
629
|
local change = self.owner:getBuffEffectChange(self.buffData.classify)
return effect * (1 + change)
|
46fac6f1
zhouahaihai
酱料
|
630
631
|
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
632
633
634
635
|
function Buff:getLayer()
return self.layer
end
|
46fac6f1
zhouahaihai
酱料
|
636
637
638
639
640
641
642
643
644
|
function Buff:getDB()
local db = {}
if self._getDB then
db = self:_getDB()
end
db.id = self.id
if self.release and not self.release.isDead then
db.rele = self.release.id or 0 --释放者的id (0 为玩家) (不存在 则释放者不存在或者已经死亡)
end
|
596ac19f
zhouhaihai
buff
|
645
|
if self.buffData.round > 0 then
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
646
|
db.round = self.round
|
46fac6f1
zhouahaihai
酱料
|
647
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
648
|
db.roundSp = self.roundSpace
|
46fac6f1
zhouahaihai
酱料
|
649
650
651
|
if self.count ~= -1 then
db.count = self.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
652
|
db.layer = self.layer
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
653
654
655
|
if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
db.releId = self.releaseId
end
|
46fac6f1
zhouahaihai
酱料
|
656
657
658
659
|
return db
end
return Buff
|