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src/adv/AdvBuff.lua 17.6 KB
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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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  		_Buff._effectValue = function(self)
  			return self.buffData.effectValue1
  		end
  	end,
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  	[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
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  	end,
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  	[Buff.ITEM_GET_UP] = function(_Buff)
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  		_Buff._effectValue = function(self)
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  			-- 值/% 数量 id
  			return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
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  		end
  	end,
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  	-- 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
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  				if not buff.isDel and (buff.buffData.classify:find(" " .. self.buffData.effectValue1) or buff.buffData.classify:find(self.buffData.effectValue1 .. " ")) then
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  					buff:effectChange()
  				end
  			end
  		end
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  		_Buff._effectValue = function(self)
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  			return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer
  		end
  		_Buff._overlay = function(self)
  			self:_init()
  		end
  		_Buff._uncover = function(self)
  			self:_init()
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  		end
  	end,
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  }
  
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  -- 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] 
  
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  function Buff:ctor(owner, id)
  	self.owner = owner
  	self.id = id
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  	self.buffData = csvdb["adv_map_buffCsv"][self.id]
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  	self.isDel = false
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  	self.roundSpace = 0 --生效间隔
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  	self.round = 0 --剩余的回合
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  	self.count = -1 -- 可生效的次数  -1 无次数限制
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  	self.layer = 1 -- 当前buff 层数
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  	self.releaseId = nil -- 释放的怪物Id
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  	if BuffFactory[self.buffData.type] then
  		BuffFactory[self.buffData.type](self)
  	end
  end
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  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
  
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  function Buff:initNew(release, data)
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  	self.release = release or self.owner
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  	self.releaseId = self.release.monsterId or 0
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  	self.round = self.buffData.round
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  	self.roundSpace = 0 --生效间隔
  	self.layer = 1
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  	if self.buffData.effectTime > 0 then
  		self.count = self.buffData.effectTime
  	end
  	if self._init then
  		self:_init(data)
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  	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
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  	self.releaseId = data.releId
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  	self.round = data.round
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  	self.roundSpace = data.roundSp
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  	if data.count then
  		self.count = data.count
  	end
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  	self.layer = data.layer or 1
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  	if self._initDB then
  		self:_initDB(data)
  	end
  end
  
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  function Buff:afterRound()
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  	if self.isDel or self.owner.isDead then return end
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  	-- keepTerm 检查
  	if not self:checkKeep() then 
  		self.isDel = true
  		return 
  	end
  
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  	if self.roundSpace > 0 then
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  		self.roundSpace = self.roundSpace - 1
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  		self:decRound()
  		return
  	end
  	if self._afterRound then
  		self:_afterRound()
  	end
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  	if self.buffData.roundTime > 0 then
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  		self.roundSpace = self.buffData.roundTime
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  	end
  	self:decRound()
  end
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  -- 只使用owner 和 buffData 和 releaseId
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  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 = {}
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  	checkFunc[1] = function(_)
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  		local enemys = self.owner.battle.player:getTeam(2)
  		for _, enemy in pairs(enemys) do
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  			if enemy.monsterId == self.releaseId then
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  				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
  
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  function Buff:decRound()
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  	if self.buffData.round <= 0 then
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  		return
  	end
  	self.round = self.round - 1
  	if self.round <= 0 then
  		self.isDel = true
  	end
  end
  
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  function Buff:afterLayer()
  	-- 持续一层
  	if self.buffData.round == 0 then
  		self.isDel = true
  	end
  end
  
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  function Buff:canEffect(...)
  	if not self._canEffect then
  		return true
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  	end
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  	return self:_canEffect(...)
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  end
  
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  function Buff:effect()
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  	self:decCount()
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  	if self._effectValue then
  		return self:_effectValue()
  	end
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  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
  
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  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)
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  	if self.buffData.classify == "" then return effect end
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  	local change = self.owner:getBuffEffectChange(self.buffData.classify)
  	return effect * (1 + change)
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  end
  
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  function Buff:getLayer()
  	return self.layer
  end
  
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  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
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  	if self.buffData.round > 0 then
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  		db.round = self.round
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  	end
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  	db.roundSp = self.roundSpace
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  	if self.count ~= -1 then
  		db.count = self.count
  	end
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  	db.layer = self.layer
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  	if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
  		db.releId = self.releaseId
  	end
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  	return db
  end
  
  return Buff