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zhouahaihai
酱料
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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)
Buff.ATK_CHANGE = 3 --攻击变化(状态)
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)
Buff.POWER_CHANGE = 15 -- 体力变化(每回合)
Buff.HIT_CHANGE = 16 -- 命中变化(状态)
Buff.MISS_CHANGE = 17 -- 闪避变化(状态)
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Buff.DEF_CHANGE = 18 -- 防御变化(状态)
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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
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
self._changeV = -self.release:getHurtValue(-self._changeV)
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
self.owner:hurt(-value, self.release, {hurtType = 2})
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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
self.owner:recover(self._changeV, self.release)
elseif self._changeV < 0 then
self.owner:hurt(self.release:getHurtValue(-self._changeV), self.release, {hurtType = 2})
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,
[Buff.ATK_CHANGE] = function(_Buff)
commonAttr(_Buff, "atk")
end,
[Buff.HIT_CHANGE] = function(_Buff)
commonAttr(_Buff, "hit")
end,
[Buff.MISS_CHANGE] = function(_Buff)
commonAttr(_Buff, "miss")
end,
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[Buff.DEF_CHANGE] = function(_Buff)
commonAttr(_Buff, "miss")
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)
return self.buffData.effectValue1, self.buffData.effectValue2
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,
[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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Buff逻辑完善,buff生效次数...
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self:_afterRound() -- 挂上就清除一下子
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end
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_Buff._afterRound = function(self)
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for _, buff in ipairs(self.buffs) do
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Buff逻辑完善,buff生效次数...
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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
end
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
_Buff._effectValue = function(self)
return self.buffData.effectValue1
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end
end,
[Buff.POWER_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()
self.owner.battle.adv:changePower(value, cType)
end
_Buff._effectValue = function(self)
return self.buffData.effectValue1, self.buffData.effectValue2
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end
end
}
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function Buff:ctor(owner, id)
self.owner = owner
self.id = id
self.buffData = csvdb["adv_buffCsv"][self.id]
self.isDel = false
self.ifRoundEnd = false
self.roundSpace = 0 --生效间隔
self.turnSpace = 0 --生效间隔
self.round = 0 --剩余的回合
self.turn = 0 --剩余战斗内回合
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)
self.release = release
self.round = self.buffData.round
self.turn = self.buffData.turn
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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冒险战斗完善,增加battlebe...
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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:battleBegin()
self.turn = self.buffData.turn
self.ifRoundEnd = self.buffData.turn ~= 0 -- turn类型buff战斗结束后移除
end
function Buff:beforeTurn()
if self.isDel or self.owner.isDead then return end
if self.turnSpace > 0 then
return
end
if self._beforeTurn then
self:_beforeTurn()
end
end
function Buff:afterTurn()
if self.isDel or self.owner.isDead then return end
if self.turnSpace > 0 then
self.turnSpace = self.turnSpace - 1
self:decTurn()
return
end
if self._afterTurn then
self:_afterTurn()
end
if self.buffData.turnTime > 0 then
self.turnSpace = self.buffData.turnTime
end
self:decTurn()
end
function Buff:decTurn()
if self.buffData.turn == 0 then
return
end
self.turn = self.turn - 1
if self.turn <= 0 then
self.isDel = true
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end
end
function Buff:afterRound()
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if self.isDel or self.owner.isDead then return end
if self.roundSpace > 0 then
self.roundSpace = self.turnSpace - 1
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
if self.ifRoundEnd then -- turn类型buff战斗结束后移除
self.isDel = true
return
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end
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if self.buffData.roundTime > 0 then
self.turnSpace = self.buffData.roundTime
end
self:decRound()
end
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function Buff:decRound()
if self.buffData.round == 0 then
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
function Buff:canEffect(...)
if not self._canEffect then
return true
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end
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Buff逻辑完善,buff生效次数...
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return self:_canEffect(...)
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end
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Buff逻辑完善,buff生效次数...
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function Buff:effect()
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if self._effectValue then
return self:_effectValue()
end
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Buff逻辑完善,buff生效次数...
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self:decCount()
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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
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
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冒险战斗完善,增加battlebe...
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if self.buffData.round ~= 0 then
db.round = self.round
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end
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Buff逻辑完善,buff生效次数...
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db.roundSp = self.roundSpace
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if self.count ~= -1 then
db.count = self.count
end
return db
end
return Buff
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