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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
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Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记
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Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知
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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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Buff.SNEAK = 32 --潜行
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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))
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if buff then
effectCount = buff.layer
end
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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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local old = self.owner.hpMax
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self.owner:reSetHpMax()
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self:_addHpByMax(old)
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end
_Buff._overlay = function(self)
self._changeV = (self._changeV or 0) + self:_calculate()
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local old = self.owner.hpMax
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self.owner:reSetHpMax()
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self:_addHpByMax(old)
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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
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local baseOwner = self.buffData.effectValue4 == 1 and self.owner or self.release
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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
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_Buff._addHpByMax = function(self, old)
if self.buffData.effectValue5 == "1" then
local change = self.owner.hpMax - old
if change > 0 then
self.owner:recover(change, self.release) -- 防止release不存在,地图点buff
end
end
end
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_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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Fix bug
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local attrName = AttsEnumEx[_Buff.buffData.effectValue3]
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Buff生命周期调整,被动加buf...
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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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动态改变 一些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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现有buff补全战斗内生效逻辑
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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, " ")
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
276
|
end
|
1e6f6a8a
zhouhaihai
免疫 清除buff 增加新效果
|
277
278
|
return dispel
|
46fac6f1
zhouahaihai
酱料
|
279
280
281
282
|
end
end,
[Buff.OPEN_BLOCK] = function(_Buff)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
283
284
|
_Buff._afterRound = function(self)
local roomNum = self:effect()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
285
|
self.owner.battle.adv:getCurMap():openBlockRand(roomNum, not self.owner.monsterId)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
286
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
287
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
288
289
|
-- 数量
return self.buffData.effectValue1 * self.layer
|
46fac6f1
zhouahaihai
酱料
|
290
291
292
|
end
end,
|
3b0526d2
zhouhaihai
冒险demo
|
293
|
[Buff.SP_CHANGE] = function(_Buff)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
294
|
_Buff._afterRound = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
295
|
local cType, value = self:effect()
|
3b0526d2
zhouhaihai
冒险demo
|
296
|
self.owner:changeSp(value, cType)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
297
298
|
end
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
299
300
|
-- 值/% 数量
return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
|
46fac6f1
zhouahaihai
酱料
|
301
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
302
|
end,
|
53e8037e
zhouhaihai
任务
|
303
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
304
|
[Buff.EXP_ADD] = function(_Buff)
|
6cd12079
suhongyang
扣血buff立刻生效
|
305
306
|
_Buff._afterRound = function(self)
local value = self:effect()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
307
|
self.owner.battle.player:addExp(value)
|
6cd12079
suhongyang
扣血buff立刻生效
|
308
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
309
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
310
311
|
-- 经验值
return self.buffData.effectValue1 * self.layer
|
6cd12079
suhongyang
扣血buff立刻生效
|
312
313
|
end
end,
|
53e8037e
zhouhaihai
任务
|
314
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
315
|
[Buff.DISABLE_BUFF] = function(_Buff)
|
53e8037e
zhouhaihai
任务
|
316
317
318
319
|
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
4f0a5fae
zhouhaihai
营养剂
|
320
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
321
|
[Buff.SP_MAX_CHANGE] = function(_Buff)
|
b71a8190
zhouhaihai
动态改变 一些buff
|
322
|
_Buff._init = function(self) --初始化变化值
|
1bab9165
zhouhaihai
buff xiugai
|
323
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
324
325
|
end
_Buff._overlay = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
326
327
328
|
self.owner:reSetSpMax()
end
|
1bab9165
zhouhaihai
buff xiugai
|
329
|
_Buff._uncover = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
330
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
331
332
333
334
335
336
337
338
339
|
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
|
340
|
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
341
342
|
[Buff.ITEM_GET_UP] = function(_Buff)
|
4f0a5fae
zhouhaihai
营养剂
|
343
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
344
345
|
-- 值/% 数量 id
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
|
4f0a5fae
zhouhaihai
营养剂
|
346
347
|
end
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
348
349
350
351
352
353
|
-- 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
|
354
|
if not buff.isDel and buff.buffData.classify:sismember(self.buffData.effectValue1, " ") then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
355
356
357
358
|
buff:effectChange()
end
end
end
|
4f0a5fae
zhouhaihai
营养剂
|
359
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
360
361
362
363
364
365
366
|
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
|
367
368
|
end
end,
|
810c6151
zhouhaihai
增加buff 效果31 地图被动刷...
|
369
370
371
372
373
374
|
[Buff.Buff_NO_PASSIVE_MONSTER] = function(_Buff)
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
a0834e49
zhouhaihai
增加潜行 功能
|
375
376
377
378
|
[Buff.SNEAK] = function(_Buff)
_Buff._initDB = function(self, data)
self.sneak = data.sneak
end
|
810c6151
zhouhaihai
增加buff 效果31 地图被动刷...
|
379
|
|
a0834e49
zhouhaihai
增加潜行 功能
|
380
381
382
383
384
385
386
387
|
_Buff._getDB = function(self)
return {sneak = self.sneak}
end
-- 翻开怪 周围的格子
_Buff.sneakBreak = function(self, enemyIds)
if self.isDel then return end
for _, enemyId in ipairs(enemyIds) do
self.sneak[enemyId] = (self.sneak[enemyId] or 0) + 1
|
edbb9e9d
zhouhaihai
增加识破 次数
|
388
|
if self.sneak[enemyId] >= self.buffData.effectValue1 then -- 4格 就删掉玩家的buff
|
a0834e49
zhouhaihai
增加潜行 功能
|
389
390
391
392
393
394
|
self.isDel = true
break
end
end
end
end,
|
46fac6f1
zhouahaihai
酱料
|
395
396
|
}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
|
-- 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...
|
414
415
416
|
function Buff:ctor(owner, id)
self.owner = owner
self.id = id
|
3b0526d2
zhouhaihai
冒险demo
|
417
|
self.buffData = csvdb["adv_map_buffCsv"][self.id]
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
418
|
self.isDel = false
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
419
|
self.roundSpace = 0 --生效间隔
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
420
|
self.round = 0 --剩余的回合
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
421
|
self.count = -1 -- 可生效的次数 -1 无次数限制
|
ccbafe67
zhouhaihai
冒险神器和buff
|
422
|
self.layer = 1 -- 当前buff 层数
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
423
|
self.releaseId = nil -- 释放的怪物Id
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
424
425
426
427
428
|
if BuffFactory[self.buffData.type] then
BuffFactory[self.buffData.type](self)
end
end
|
46fac6f1
zhouahaihai
酱料
|
429
430
431
432
433
434
435
436
437
438
439
440
441
|
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...
|
442
|
function Buff:initNew(release, data)
|
6d238bc6
suhongyang
Fix bug
|
443
|
self.release = release or self.owner
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
444
|
self.releaseId = self.release.monsterId or 0
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
445
|
self.round = self.buffData.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
446
447
|
self.roundSpace = 0 --生效间隔
self.layer = 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
448
449
450
|
if self.buffData.effectTime > 0 then
self.count = self.buffData.effectTime
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
451
452
453
|
end
function Buff:createAfter()
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
454
|
if self._init then
|
b71a8190
zhouhaihai
动态改变 一些buff
|
455
|
self:_init()
|
46fac6f1
zhouahaihai
酱料
|
456
457
458
459
460
461
462
463
464
465
466
|
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
|
467
|
self.releaseId = data.releId
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
468
|
self.round = data.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
469
|
self.roundSpace = data.roundSp
|
46fac6f1
zhouahaihai
酱料
|
470
471
472
|
if data.count then
self.count = data.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
473
|
self.layer = data.layer or 1
|
46fac6f1
zhouahaihai
酱料
|
474
475
476
477
478
|
if self._initDB then
self:_initDB(data)
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
479
|
|
46fac6f1
zhouahaihai
酱料
|
480
|
function Buff:afterRound()
|
b176d7d3
zhouhaihai
冒险成就
|
481
|
if self.isDel or self.owner.isDead then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
482
483
484
485
486
487
488
|
-- 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...
|
489
|
if self.roundSpace > 0 then
|
8d8bf91a
suhongyang
fix bug
|
490
|
self.roundSpace = self.roundSpace - 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
491
492
493
494
495
496
|
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
497
|
if self.buffData.roundTime > 0 then
|
8d8bf91a
suhongyang
fix bug
|
498
|
self.roundSpace = self.buffData.roundTime
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
499
500
501
|
end
self:decRound()
end
|
46fac6f1
zhouahaihai
酱料
|
502
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
503
|
-- 只使用owner 和 buffData 和 releaseId
|
ccbafe67
zhouhaihai
冒险神器和buff
|
504
505
506
507
508
509
510
|
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
|
a0834e49
zhouhaihai
增加潜行 功能
|
511
|
5=拥有指定buff
|
ccbafe67
zhouhaihai
冒险神器和buff
|
512
513
514
|
--]]
local checkFunc = {}
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
515
|
checkFunc[1] = function(_)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
516
517
|
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
|
518
|
if enemy.monsterId == self.releaseId then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
|
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
|
a0834e49
zhouhaihai
增加潜行 功能
|
548
549
550
551
552
553
554
|
checkFunc[5] = function(_, buffId)
local buff = self.owner:getBuffById(buffId)
if buff and not buff.isDel then
return true
end
return false
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
555
556
557
558
559
560
|
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...
|
561
|
function Buff:decRound()
|
4f0a5fae
zhouhaihai
营养剂
|
562
|
if self.buffData.round <= 0 then
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
563
564
565
566
567
568
569
570
|
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
|
596ac19f
zhouhaihai
buff
|
571
572
573
574
575
576
577
|
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...
|
578
579
580
|
function Buff:canEffect(...)
if not self._canEffect then
return true
|
46fac6f1
zhouahaihai
酱料
|
581
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
582
|
return self:_canEffect(...)
|
46fac6f1
zhouahaihai
酱料
|
583
584
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
585
|
function Buff:effect()
|
3c89adfb
zhouhaihai
buff 减次数
|
586
|
self:decCount()
|
46fac6f1
zhouahaihai
酱料
|
587
588
589
|
if self._effectValue then
return self:_effectValue()
end
|
46fac6f1
zhouahaihai
酱料
|
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
|
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
|
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
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664
665
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667
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669
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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)
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
670
|
if self.buffData.classify == "" then return effect end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
671
672
|
local change = self.owner:getBuffEffectChange(self.buffData.classify)
return effect * (1 + change)
|
46fac6f1
zhouahaihai
酱料
|
673
674
|
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
675
676
677
678
|
function Buff:getLayer()
return self.layer
end
|
46fac6f1
zhouahaihai
酱料
|
679
680
681
682
683
684
685
686
687
|
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
|
688
|
if self.buffData.round > 0 then
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
689
|
db.round = self.round
|
46fac6f1
zhouahaihai
酱料
|
690
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
691
|
db.roundSp = self.roundSpace
|
46fac6f1
zhouahaihai
酱料
|
692
693
694
|
if self.count ~= -1 then
db.count = self.count
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
695
|
db.layer = self.layer
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
696
697
698
|
if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
db.releId = self.releaseId
end
|
46fac6f1
zhouahaihai
酱料
|
699
700
701
702
|
return db
end
return Buff
|