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src/adv/AdvPassive.lua 13.8 KB
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  local Filter = class("Filter")
  
  Filter.HP_UP_WITH_EQUAL = 1 -- 血量>=value%
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  Filter.HP_UP = 2 -- 血量>value%
  Filter.HP_LOW_WITH_EQUAL = 3 -- 血量<=value%
  Filter.HP_LOW = 4 -- 血量<value%
  Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
  Filter.BUFF_BY_ID = 6 -- 指定id的buff
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  local FilterFactory = {}
  FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp >= self.value * target.hpMax / 100
  	end
  end
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  FilterFactory[Filter.HP_UP] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp > self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW_WITH_EQUAL] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp <= self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.HP_LOW] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target.hp < self.value * target.hpMax / 100
  	end
  end
  FilterFactory[Filter.BUFF_BY_TYPE] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuff(self.value)
  	end
  end
  FilterFactory[Filter.BUFF_BY_ID] = function (_Filter)
  	_Filter._execute = function (self, target)
  		return target:hadBuffById(self.value)
  	end
  end
c8ade4f6   suhongyang   被动筛选逻辑
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  function Filter:ctor(params)
  	self.owner = params.owner
  	self.skill = params.skill
  	self.fType = params.fType -- 筛选类型
  	self.oType = params.oType -- 主体类型 0:owner 1:trigger 2:releaser
  	self.value = params.value -- 筛选值
  	
  	if FilterFactory[self.fType] then
  		FilterFactory[self.fType](self)
  	end
  end
  
  function Filter:getTarget(params)
  	local target
  	if self.oType == 0 then
  		target = self.owner
  	end
  	if self.oType == 1 and params.trigger then
  		target = params.trigger
  	end
  	if self.oType == 2 and params.releaser then
  		target = params.releaser
  	end
  	return target
  end
  
  function Filter:execute(params)
  	local target = self:getTarget(params)
  	if not target then
  		return
  	end
  	if self:_execute(target) then
  		return self:_execute(target)
  	end
  end
  
  -->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
46fac6f1   zhouahaihai   酱料
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  local Passive = class("Passive")
  
  -- 每回合触发的使用 afterRound
  -- 其他触发的使用 triggerPassive 
  
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  Passive.BORN_ONCE = 1 -- 自身出生(翻开所在格子)触发
  Passive.ROOM_SHOW = 2 --自身所在房间被展示时,触发1次 
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  Passive.HURT_PERCENT_SELF = 3 --自身,每损失N%生命值,触发1次
  Passive.HURT_PERCENT_TEAM = 4 --队友,每损失N%生命值,触发1次
  Passive.HP_LOW_SELF = 5 --自身生命值<N%时,每回合触发
  Passive.HP_LOW_TEAM = 6 --敌人生命值<N%时,每回合触发
  Passive.HP_UP_SELF = 7 --自身生命值>N%时,每回合触发
  Passive.HP_UP_TEAM = 8 --敌人生命值>N%时,每回合触发
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  Passive.SELF_ATK = 9 --自身攻击N次后,触发1次 < discard >
  Passive.SELF_HURT = 10 --自身受击buff后,触发1次
  Passive.TEAM_ATK = 11 --队友攻击N次后,触发1次 < discard >
  Passive.TEAM_HURT = 12 --队友受击buff后,触发1次 
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  Passive.MONSTER_COUNT_UP = 13  --场上存在N个以上怪物,每回合触发
  Passive.MONSTER_COUNT_LOW = 14  --场上存在N个以下怪物,每回合触发
  Passive.SELF_DEAD = 15 --自身死亡后,触发1次
  Passive.TEAM_DEAD = 16 --队友死亡后,触发1次
  Passive.TARGET_SKILL = 17 --目标每使用N次技能,触发1次
  Passive.TEAM_SKILL = 18 --队友每使用N次技能,触发1次
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  Passive.HAVE_MONSTER = 20 --场上拥有指定怪时 回合触发
  Passive.SKILL_KILL = 21 --技能击杀怪物时 触发1次
  Passive.CLICK_TRAP = 22 --触发陷阱时 触发1次
  Passive.DOWN_LAYER = 23 --下层时 触发1次
  Passive.ADV_OVER = 24 --结算时 触发1次
  Passive.BATTLE_WIN = 25 --战斗胜利x次时
  Passive.CLICK_DROP = 26 --拾取drop x次时
  Passive.AFTER_ROUND = 27 --经过 x回合时
  Passive.GET_BUFF = 28 --获得指定buff
  Passive.OPEN_BLOCK = 29 --翻开格子
  Passive.OPEN_MONSTER = 30 --翻开怪物
  
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  -- 不同的开启条件
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  local PassiveCondFactory = {}
  PassiveCondFactory[Passive.HURT_PERCENT_SELF] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local value = params.value or 1
  		self.rv = math.floor(self.rv + value)
  		if self.rv >= self.passiveData.value then
  			self.rv = self.rv % self.passiveData.value  -- 取余
  			return true
  		end
  	end
  	_Passive._initDB = function(self, data)
  		self.rv = data.rv or 0
  	end
  	_Passive._getDB = function(self)
  		return {rv = self.rv}
  	end
  end
  
  PassiveCondFactory[Passive.HURT_PERCENT_TEAM] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.SELF_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
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  PassiveCondFactory[Passive.TEAM_ATK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
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  PassiveCondFactory[Passive.TARGET_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.TEAM_SKILL] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
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  PassiveCondFactory[Passive.BATTLE_WIN] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.CLICK_DROP] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.AFTER_ROUND] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  PassiveCondFactory[Passive.OPEN_BLOCK] = PassiveCondFactory[Passive.HURT_PERCENT_SELF]  --逻辑相同
  
  PassiveCondFactory[Passive.SELF_HURT] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local buffId = params.buffId
  		local data = csvdb["adv_map_buffCsv"][buffId]
  		if data.classify:find(" " .. self.passiveData.value) or data.classify:find(self.passiveData.value .. " ") then
  			return true
  		end
  	end
  end
  PassiveCondFactory[Passive.TEAM_HURT] = PassiveCondFactory[Passive.SELF_HURT]  --逻辑相同
  
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  PassiveCondFactory[Passive.ROOM_SHOW] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		local roomId = params.roomId
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  		if self.owner.roomId == roomId then
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  			return true
  		end
  	end
  end
  
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  PassiveCondFactory[Passive.GET_BUFF] = function(_Passive)
  	_Passive._trigger = function(self, params)
  		if self.passiveData.value == params.buffId then
  			return true
  		end
  	end
  end
  
  
  PassiveCondFactory[Passive.BORN_ONCE] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if not self.owner.lock then
  			self:trigger(Passive.BORN_ONCE)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HAVE_MONSTER] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner.battle.player:getTeam(2)) do
  			if player.monsterId == self.passiveData.value then
  				self:trigger(Passive.HAVE_MONSTER)
  				break
  			end
  		end
  	end
  end
  
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  PassiveCondFactory[Passive.HP_LOW_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 < self.passiveData.value then
  			self:trigger(Passive.HP_LOW_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_LOW_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 < self.passiveData.value then
  				self:trigger(Passive.HP_LOW_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_SELF] = function(_Passive)
  	_Passive._afterRound = function(self)
  		if self.owner.hp / self.owner.hpMax * 100 > self.passiveData.value then
  			self:trigger(Passive.HP_UP_SELF)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.HP_UP_TEAM] = function(_Passive)
  	_Passive._afterRound = function(self)
  		for _, player in ipairs(self.owner:getTeam(2)) do
  			if player.hp / player.hpMax * 100 > self.passiveData.value then
  				self:trigger(Passive.HP_UP_TEAM, {trigger = player})
  			end
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_UP] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters > self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_UP)
  		end
  	end
  end
  
  PassiveCondFactory[Passive.MONSTER_COUNT_LOW] = function(_Passive)
  	_Passive._afterRound = function(self)
  		local monsters = self.owner.battle.player:getTeam(2)
  		if #monsters < self.passiveData.value then
  			self:trigger(Passive.MONSTER_COUNT_LOW)
  		end
  	end
  end
  
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  function Passive:ctor(owner, data)
  	self.owner = owner
  	self.id = data.id
  	self.level = data.level or 1
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  	self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
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  	self.isDel = false
  	self.round = data.round or 0	--触发剩余回合数
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  	self.count = data.count or self.passiveData.count	--触发剩余次数
  	self.delay = data.delay or self.passiveData.delayRound    --触发延迟回合数
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  	self.effects = self.passiveData.effect:toTableArray(true)
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  	self.filters = {}
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  	if self.passiveData.count < 0 then -- count < 0 无限次触发
  		self.count = 999
  	end
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  	if PassiveCondFactory[self.passiveData.condition] then
  		PassiveCondFactory[self.passiveData.condition](self)
  	end
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  	self:initFilter()
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  	if self._initDB then
  		self:_initDB(data)
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  	end
  end
  
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  function Passive:initFilter()
  	local filterList = self.passiveData.filter:toTableArray(true)
  	for _, fParams in ipairs(filterList) do
  		local filter = Filter.new({owner = self.owner, skill = self, oType = fParams[1], fType = fParams[2], value = fParams[3] })
  		table.insert(self.filters, filter)
  	end
  end
  
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  function Passive:getCondType()
  	return self.passiveData.condition, self.passiveData.value
  end
  
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  -- effect 生效篩選
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  function Passive:canEffect(effType, effValue)
  	if self.owner.lock and effType ~= 3 then -- 锁定的只能触发翻开自己格子的固有技
  		return
  	end
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  	--禁用被动技
  	if self.owner:getPassiveIdx(self) <= self.owner:getDisablePassiveCount() then
  		return
  	end
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  	return true
  end
  
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  function Passive:effect(triggerPms)
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  	for _, effect in pairs(self.effects) do
  		local effType = effect[1]
  		local effValue = effect[2]
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  		local otherPms = {}
  		for i = 3, #effect do
  			table.insert(otherPms, effect[i])
  		end
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  		if self:canEffect(effType, effValue) then
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  			self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
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  		end
  	end
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  	if self.count > 0 then
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  		self.count = self.count < 999 and self.count - 1 or self.count
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  		self.round = self.passiveData.round
  	end
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  	if self.count <= 0 and self.passiveData.refresh == 1 then  -- 次数 <= 0 并且一次冒险内不刷新,被动可以直接移除
  		self.isDel = true
  	end
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  end
  
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  function Passive:afterRound()
  	if self.isDel or self.owner.isDead then return end
  	if self._afterRound then
  		self:_afterRound()  --有的触发自己检测在这里检查
  	end
  	if self.round > 0 then  --回合触发的
  		self.round = self.round - 1
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  	end
  	if self.delay > 0 then
  		self.delay = self.delay - 1
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  	end
  end
  
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  -- 可以触发
  function  Passive:canTrigger( )
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  	return self.count > 0 and self.delay <= 0
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  end
  
  function Passive:trigger(condType, params) --触发检查
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  	params = params or {}
  	if self.isDel or self.owner.isDead then return end
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  	if self:getCondType() ~= condType then return end
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  	if not self:canTrigger() then return end
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  	if self._trigger then
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  		if not self:_trigger(params) then return end  --检查
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  	end
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  	if not self:filter(params) then
  		return
  	end
  	if math.randomInt(1, 100) > self.passiveData.chance then
  		return
  	end
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  	if self.round and self.round > 0 then  -- cd
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  		return
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  	end
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  	self:effect(params)
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  end
  
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  function Passive:filter(params)
  	for _, filter in ipairs(self.filters) do
  		if not filter:execute(params) then
  			return
  		end
  	end
  	return true
  end
  
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  function Passive:getDB()
  	local db = {}
  	if self._getDB then
  		db = self:_getDB()
  	end
  	db.id = self.id
  	db.level = self.level
  	db.round = self.round
  	db.count = self.count
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  	db.delay = self.delay
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  	return db
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  end
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  --默认=0=使用技能,
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  function Passive:effect0(value)
  	self.owner:releaseSkill(value)
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  end
  --1=自身获得buff
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  function Passive:effect1(value)
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  	self.owner:addBuff(value, self.owner)
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  end
  --2=触发目标获得buff
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  function Passive:effect2(value, triggerPms)
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  	local aim = triggerPms.trigger or self.owner.battle.player
  	if aim then
  		aim:addBuff(value, self.owner)
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  	end
  end
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  --3=翻开自己所在格子
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  function Passive:effect3(value)
  	if value == 0 then
  		self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
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  	elseif value > 0 then
  		self.owner.battle.adv:getCurMap():openBlocksBySize(self.owner.roomId, self.owner.blockId, value)
  	elseif value == -1 then -- 当前房间
  		self.owner.battle.adv:getCurMap():openBlocksByRoom(self.owner.roomId)
  	elseif value == -2 then  -- 当前层
  		self.owner.battle.adv:getCurMap():openAllBlocks(not self.owner.monsterId)
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  	end
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  end
  --4=逃跑
  function Passive:effect4()
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  	self.owner.isDead = 1 --跑了
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  end
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  --5=召唤怪物
  function Passive:effect5(monsterId)
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  	for _, buff in ipairs(self.owner.battle.player.buffs) do
  		if not buff.isDel and buff:getType() == buff.Buff_NO_PASSIVE_MONSTER then
  			local effect = buff:effect()
  			if effect == 0 or effect == monsterId then
  				return
  			end
  		end
  	end
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  	self.owner.battle.adv:getCurMap():addNewMonsterRand(monsterId)
  end
  
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  --6=给所有场上怪物增加buff
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  function Passive:effect6(value)
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  	local firends = self.owner.battle.player:getTeam(2)
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  	for k , v in pairs(firends) do
  		self.owner:addBuff(value, self.owner)
  	end
  end
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  --7=给自己加一個被動技能  --废弃
  -- function Passive:effect7(value)
  -- 	self.owner:addPassive({id = value})
  -- end
  
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  --8=获得drop,直接进入背包
  function Passive:effect8(dropId)
  	local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
  	self.owner.battle.adv:award({[item[1]] = item[2]})
  end
  
  --9=直接获得item(可在结算触发时使用)
  function Passive:effect9(itemId, triggerPms, ratio, max)
  	local cond = nil
  	if self.passiveData.value == 0 then
  		cond = triggerPms.score
  	elseif self.passiveData.value == 1 then
  		cond = triggerPms.level
  	else
  		return
  	end
  	if not cond then return end
  	self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))})
  end
  
  --10=战斗额外掉落次数
  function Passive:effect10(itemId, triggerPms, count)
  	if triggerPms.count then
  		self.owner.battle.adv:award({[triggerPms.itemId] = triggerPms.count * count})
  	end
  end
  
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  return Passive