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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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Buff.Buff_NO_PASSIVE_MONSTER = 31 -- 地图被动刷新不出来怪物
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--角色一些属性的变化
local function commonAttr(_Buff, attrName)
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_Buff._init = function(self) --初始化变化值
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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)
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_Buff._init = function(self) --初始化变化值
self:_reSetAttr()
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end
_Buff._overlay = function(self)
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self:_reSetAttr()
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end
_Buff._uncover = function(self)
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self:_reSetAttr()
end
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_Buff._reSetAttr = function(self)
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if attrName == "hp" then
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self.owner:reSetHpMax()
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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
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effectCount = self.owner.battle.adv.owner:getProperty("advItems"):getv(ItemId.OldCoin, 0) / tonumber(self.buffData.effectValue5)
elseif self.buffData.effectValue4 == 1 then
effectCount = self.owner.battle.adv.level
elseif self.buffData.effectValue4 == 2 then
local buff = self.owner.battle.player:getBuffById(tonumber(self.buffData.effectValue5))
effectCount = buff.layer
end
return self.buffData.effectValue2 * effectCount
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end
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_Buff.getEffectBy = function(self)
local cond = nil
if self.buffData.effectValue4 == 2 then
cond = tonumber(self.buffData.effectValue5)
end
return self.buffData.effectValue4, attrName, cond
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end
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_Buff._effectValue = function(self)
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return self.buffData.effectValue1, self:_calculate() * self.layer, attrName
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end
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_Buff._endBuff = function(self, data)
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self:_reSetAttr()
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end
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end
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local BuffFactory = {
[Buff.HP_CHANGE] = function(_Buff)
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_Buff._init = function(self) --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)
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_Buff._init = function(self) --初始化变化值
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self._changeV = self:_calculate()
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self.owner:reSetHpMax()
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end
_Buff._overlay = function(self)
self._changeV = (self._changeV or 0) + self:_calculate()
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self.owner:reSetHpMax()
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end
_Buff._uncover = function(self)
self._changeV = self._changeV - self._changeV / (self.layer + 1)
self.owner:reSetHpMax()
end
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_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)
local buffData = csvdb["adv_map_buffCsv"][buffId]
local cType, aim = self.buffData.effectValue1
if buffData.dispel ~= 0 then return end
local dispel = false
if self.buffData.effectValue1 == 0 then
dispel = buffId == self.buffData.effectValue2
elseif self.buffData.effectValue1 == 1 then
dispel = buffData.group == self.buffData.effectValue2
elseif self.buffData.effectValue1 == 2 then
dispel = buffData.classify:sismember(self.buffData.effectValue2, " ")
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end
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return dispel
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end
end,
[Buff.CLEAR_BUFF] = function(_Buff)
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_Buff._init = function(self)
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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
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while not buff.isDel and not self.isDel do
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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
if buffData.dispel ~= 0 then return end
local dispel = false
if self.buffData.effectValue1 == 0 then
dispel = buffId == self.buffData.effectValue2
elseif self.buffData.effectValue1 == 1 then
dispel = buffData.group == self.buffData.effectValue2
elseif self.buffData.effectValue1 == 2 then
dispel = buffData.classify:sismember(self.buffData.effectValue2, " ")
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end
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return dispel
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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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Buff逻辑完善,buff生效次数...
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280
281
|
end
_Buff._effectValue = function(self)
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ccbafe67
zhouhaihai
冒险神器和buff
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283
|
-- 值/% 数量
return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
|
46fac6f1
zhouahaihai
酱料
|
284
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
285
|
end,
|
53e8037e
zhouhaihai
任务
|
286
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
287
|
[Buff.EXP_ADD] = function(_Buff)
|
6cd12079
suhongyang
扣血buff立刻生效
|
288
289
|
_Buff._afterRound = function(self)
local value = self:effect()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
290
|
self.owner.battle.player:addExp(value)
|
6cd12079
suhongyang
扣血buff立刻生效
|
291
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
292
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
293
294
|
-- 经验值
return self.buffData.effectValue1 * self.layer
|
6cd12079
suhongyang
扣血buff立刻生效
|
295
296
|
end
end,
|
53e8037e
zhouhaihai
任务
|
297
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
298
|
[Buff.DISABLE_BUFF] = function(_Buff)
|
53e8037e
zhouhaihai
任务
|
299
300
301
302
|
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
4f0a5fae
zhouhaihai
营养剂
|
303
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
304
|
[Buff.SP_MAX_CHANGE] = function(_Buff)
|
b71a8190
zhouhaihai
动态改变 一些buff
|
305
|
_Buff._init = function(self) --初始化变化值
|
1bab9165
zhouhaihai
buff xiugai
|
306
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
307
308
|
end
_Buff._overlay = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
309
310
311
|
self.owner:reSetSpMax()
end
|
1bab9165
zhouhaihai
buff xiugai
|
312
|
_Buff._uncover = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
313
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
314
315
316
317
318
319
320
321
322
|
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
|
323
|
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
324
325
|
[Buff.ITEM_GET_UP] = function(_Buff)
|
4f0a5fae
zhouhaihai
营养剂
|
326
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
327
328
|
-- 值/% 数量 id
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
|
4f0a5fae
zhouhaihai
营养剂
|
329
330
|
end
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
331
332
333
334
335
336
|
-- 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
|
1e6f6a8a
zhouhaihai
免疫 清除buff 增加新效果
|
337
|
if not buff.isDel and buff.buffData.classify:sismember(self.buffData.effectValue1, " ") then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
338
339
340
341
|
buff:effectChange()
end
end
end
|
4f0a5fae
zhouhaihai
营养剂
|
342
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
343
344
345
346
347
348
349
|
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
|
350
351
|
end
end,
|
810c6151
zhouhaihai
增加buff 效果31 地图被动刷...
|
352
353
354
355
356
357
358
|
[Buff.Buff_NO_PASSIVE_MONSTER] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
46fac6f1
zhouahaihai
酱料
|
359
360
|
}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
|
-- 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...
|
378
379
380
|
function Buff:ctor(owner, id)
self.owner = owner
self.id = id
|
3b0526d2
zhouhaihai
冒险demo
|
381
|
self.buffData = csvdb["adv_map_buffCsv"][self.id]
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
382
|
self.isDel = false
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
383
|
self.roundSpace = 0 --生效间隔
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
384
|
self.round = 0 --剩余的回合
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
385
|
self.count = -1 -- 可生效的次数 -1 无次数限制
|
ccbafe67
zhouhaihai
冒险神器和buff
|
386
|
self.layer = 1 -- 当前buff 层数
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
387
|
self.releaseId = nil -- 释放的怪物Id
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
388
389
390
391
392
|
if BuffFactory[self.buffData.type] then
BuffFactory[self.buffData.type](self)
end
end
|
46fac6f1
zhouahaihai
酱料
|
393
394
395
396
397
398
399
400
401
402
403
404
405
|
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...
|
406
|
function Buff:initNew(release, data)
|
6d238bc6
suhongyang
Fix bug
|
407
|
self.release = release or self.owner
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
408
|
self.releaseId = self.release.monsterId or 0
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
409
|
self.round = self.buffData.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
410
411
|
self.roundSpace = 0 --生效间隔
self.layer = 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
412
413
414
|
if self.buffData.effectTime > 0 then
self.count = self.buffData.effectTime
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
415
416
417
|
end
function Buff:createAfter()
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
418
|
if self._init then
|
b71a8190
zhouhaihai
动态改变 一些buff
|
419
|
self:_init()
|
46fac6f1
zhouahaihai
酱料
|
420
421
422
423
424
425
426
427
428
429
430
|
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
|
431
|
self.releaseId = data.releId
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
432
|
self.round = data.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
433
|
self.roundSpace = data.roundSp
|
46fac6f1
zhouahaihai
酱料
|
434
435
436
|
if data.count then
self.count = data.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
437
|
self.layer = data.layer or 1
|
46fac6f1
zhouahaihai
酱料
|
438
439
440
441
442
|
if self._initDB then
self:_initDB(data)
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
443
|
|
46fac6f1
zhouahaihai
酱料
|
444
|
function Buff:afterRound()
|
b176d7d3
zhouhaihai
冒险成就
|
445
|
if self.isDel or self.owner.isDead then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
446
447
448
449
450
451
452
|
-- 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...
|
453
|
if self.roundSpace > 0 then
|
8d8bf91a
suhongyang
fix bug
|
454
|
self.roundSpace = self.roundSpace - 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
455
456
457
458
459
460
|
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
461
|
if self.buffData.roundTime > 0 then
|
8d8bf91a
suhongyang
fix bug
|
462
|
self.roundSpace = self.buffData.roundTime
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
463
464
465
|
end
self:decRound()
end
|
46fac6f1
zhouahaihai
酱料
|
466
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
467
|
-- 只使用owner 和 buffData 和 releaseId
|
ccbafe67
zhouhaihai
冒险神器和buff
|
468
469
470
471
472
473
474
475
476
477
|
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
|
478
|
checkFunc[1] = function(_)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
479
480
|
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
|
481
|
if enemy.monsterId == self.releaseId then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
482
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
|
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...
|
517
|
function Buff:decRound()
|
4f0a5fae
zhouhaihai
营养剂
|
518
|
if self.buffData.round <= 0 then
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
519
520
521
522
523
524
525
526
|
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
|
596ac19f
zhouhaihai
buff
|
527
528
529
530
531
532
533
|
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...
|
534
535
536
|
function Buff:canEffect(...)
if not self._canEffect then
return true
|
46fac6f1
zhouahaihai
酱料
|
537
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
538
|
return self:_canEffect(...)
|
46fac6f1
zhouahaihai
酱料
|
539
540
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
541
|
function Buff:effect()
|
3c89adfb
zhouhaihai
buff 减次数
|
542
|
self:decCount()
|
46fac6f1
zhouahaihai
酱料
|
543
544
545
|
if self._effectValue then
return self:_effectValue()
end
|
46fac6f1
zhouahaihai
酱料
|
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
|
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
|
566
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
|
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
|
626
|
if self.buffData.classify == "" then return effect end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
627
628
|
local change = self.owner:getBuffEffectChange(self.buffData.classify)
return effect * (1 + change)
|
46fac6f1
zhouahaihai
酱料
|
629
630
|
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
631
632
633
634
|
function Buff:getLayer()
return self.layer
end
|
46fac6f1
zhouahaihai
酱料
|
635
636
637
638
639
640
641
642
643
|
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
|
644
|
if self.buffData.round > 0 then
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
645
|
db.round = self.round
|
46fac6f1
zhouahaihai
酱料
|
646
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
647
|
db.roundSp = self.roundSpace
|
46fac6f1
zhouahaihai
酱料
|
648
649
650
|
if self.count ~= -1 then
db.count = self.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
651
|
db.layer = self.layer
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
652
653
654
|
if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
db.releId = self.releaseId
end
|
46fac6f1
zhouahaihai
酱料
|
655
656
657
658
|
return db
end
return Buff
|