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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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--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)
return self.buffData.effectValue1, self.buffData.effectValue2
end
_Buff._endBuff = function(self, data)
self.owner:reSetAttr(attrName)
end
end
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local function commonAttCond(_Buff, attrName)
_Buff._init = function(self, data) --初始化变化值
local effectCount = 0
if self.buffData.effectValue4 == 0 then
effectCount = self.owner.battle.adv.owner:getProperty("advItems"):getv(ItemId.OldCoin, 0)
end
self._changeV = self.buffData.effectValue2 * effectCount / self.buffData.effectValue5
self.owner:reSetAttr(attrName)
end
_Buff._initDB = function(self, data)
self._changeV = data.cv
end
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self._changeV
end
_Buff._endBuff = function(self, data)
self.owner:reSetAttr(attrName)
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
self._changeV = 0
if self.buffData.effectValue1 == 0 then --固定值
self._changeV = self.buffData.effectValue2
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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self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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end
if self._changeV < 0 then
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if self.release then
self._changeV = -self.release:getHurtValue(-self._changeV)
end
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end
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)
return self._changeV
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
self._changeV = 0
if self.buffData.effectValue1 == 0 then --固定值
self._changeV = self.buffData.effectValue2
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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self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
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end
local old = self.owner.hpMax
self.owner.hpMax = math.max(1, self.owner.hpMax + self._changeV)
self._changeV = self.owner.hpMax - old
if self._changeV > 0 then
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self.owner:recover(self._changeV, self.release) -- 防止release不存在,地图点buff
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elseif self._changeV < 0 then
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self.owner:hurt(self.release and self.release:getHurtValue(-self._changeV) or -self._changeV, self.release, {hurtType = 2, buffId = self.id})
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self.owner.hp = math.min(self.owner.hpMax, self.owner.hp)
end
end
_Buff._initDB = function(self, data)
self._changeV = data.cv
end
_Buff._endBuff = function(self, data)
if self._changeV then
self.owner.hpMax = math.max(1, self.owner.hpMax - self._changeV)
self.owner.hp = math.min(self.owner.hpMax, self.owner.hp)
end
end
_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] = function(_Buff)
local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
commonAttCond(_Buff, attrName)
end,
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[Buff.BACK_HURT] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2, self.buffData.effectValue3
end
end,
[Buff.HURT_CHANGE] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
end
end,
[Buff.INJURED_CHANGE] = function(_Buff)
_Buff._effectValue = function(self)
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return self.buffData.effectValue1, self.buffData.effectValue2, self.buffData.effectValue3
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end
end,
[Buff.HURT_TRANSFER] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
end
end,
[Buff.HURT_ABSORB] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
end
end,
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[Buff.CHANGE_DROP] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
end
end,
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[Buff.CHANGE_DROP_TO_CLICK] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
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[Buff.IMMNUE_BUFF] = function(_Buff)
_Buff._init = function(self, data)
self.count = self.buffData.effectValue3
end
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_Buff._canEffect = function(self, buffId, buffGroup)
local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
if (cType == 0 and buffId == aim) or (cType == 1 and buffGroup == aim) then
return true
end
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end
end,
[Buff.CLEAR_BUFF] = function(_Buff)
_Buff._init = function(self, data)
self.count = self.buffData.effectValue3
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for _, buff in ipairs(self.buffs) do -- 挂上就清除一下子
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if not buff.isDel and self:canEffect(buff.id, buff:getGroup()) then
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buff.isDel = true
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self:effect()
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end
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end
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end
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_Buff._canEffect = function(self, buffId, buffGroup)
local cType, aim = self.buffData.effectValue1, self.buffData.effectValue2
if (cType == 0 and buffId == aim) or (cType == 1 and buffGroup == aim) then
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()
self.owner.battle.adv:openBlockRand(roomNum)
end
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_Buff._effectValue = function(self)
return self.buffData.effectValue1
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end
end,
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[Buff.SP_CHANGE] = function(_Buff)
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--cType 0 or nil 值 1 百分比
_Buff._afterRound = function(self)
local value, cType = self:effect()
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self.owner:changeSp(value, cType)
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end
_Buff._effectValue = function(self)
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return self.buffData.effectValue2, self.buffData.effectValue1
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end
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end,
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[Buff.HP_CHANGE_NOW] = function(_Buff)
_Buff._init = function(self, data) --初始化变化值
self._changeV = 0
if self.buffData.effectValue1 == 0 then --固定值
self._changeV = self.buffData.effectValue2
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"}
self._changeV = baseOwner[attrs[self.buffData.effectValue3]] * self.buffData.effectValue2 / 100
end
if self._changeV < 0 then
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self._changeV = self.release and -self.release:getHurtValue(-self._changeV) or self._changeV
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end
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end
_Buff._initDB = function(self, data)
self._changeV = data.cv
end
_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)
return self._changeV
end
_Buff._getDB = function(self)
return {cv = self._changeV}
end
end,
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[Buff.EXP_ADD] = function(_Buff)
--cType 0 or nil 值 1 百分比
_Buff._afterRound = function(self)
local value = self:effect()
self.owner.battle.player:addExp(value)
end
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
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[Buff.EXP_UP] = function(_Buff)
--cType 0 or nil 值 1 百分比
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
end
end,
[Buff.DISABLE_BUFF] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
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}
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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
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.round = self.buffData.round
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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.round = data.round
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self.roundSpace = data.roundSp -- 可以优化为0的时候不记录
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if data.count then
self.count = data.count
end
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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if self.roundSpace > 0 then
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fix bug
|
356
|
self.roundSpace = self.roundSpace - 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
357
358
359
360
361
362
|
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
363
|
if self.buffData.roundTime > 0 then
|
8d8bf91a
suhongyang
fix bug
|
364
|
self.roundSpace = self.buffData.roundTime
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
365
366
367
|
end
self:decRound()
end
|
46fac6f1
zhouahaihai
酱料
|
368
|
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
369
|
function Buff:decRound()
|
4f0a5fae
zhouhaihai
营养剂
|
370
|
if self.buffData.round <= 0 then
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
371
372
373
374
375
376
377
378
|
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
|
596ac19f
zhouhaihai
buff
|
379
380
381
382
383
384
385
|
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...
|
386
387
388
|
function Buff:canEffect(...)
if not self._canEffect then
return true
|
46fac6f1
zhouahaihai
酱料
|
389
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
390
|
return self:_canEffect(...)
|
46fac6f1
zhouahaihai
酱料
|
391
392
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
393
|
function Buff:effect()
|
3c89adfb
zhouhaihai
buff 减次数
|
394
|
self:decCount()
|
46fac6f1
zhouahaihai
酱料
|
395
396
397
|
if self._effectValue then
return self:_effectValue()
end
|
46fac6f1
zhouahaihai
酱料
|
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
|
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
function Buff:getGroup()
return self.buffData.group
end
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
|
431
|
if self.buffData.round > 0 then
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
432
|
db.round = self.round
|
46fac6f1
zhouahaihai
酱料
|
433
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
434
|
db.roundSp = self.roundSpace
|
46fac6f1
zhouahaihai
酱料
|
435
436
437
438
439
440
441
|
if self.count ~= -1 then
db.count = self.count
end
return db
end
return Buff
|