19d8c401
zhouhaihai
大小写
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1
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local Player, Enemy = table.unpack(require "adv.AdvPlayer")
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酱料
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local Buff = require "adv.AdvBuff"
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zhouahaihai
bug
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3
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local Passive = require "adv.AdvPassive"
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36c30c5c
zhouahaihai
冒险
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4
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local Battle = class("Battle")
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酱料
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function Battle:ctor(adv)
self.adv = adv
self.player = nil --玩家
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增加 固有技
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self.isNewPlayer = false
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酱料
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9
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self.enemys = {} --怪
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建筑被动
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self.builds = {} -- 建筑
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优化冒险结构 增加夹层功能
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self.cachePassiveEvent = {}
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self:initPlayer()
self:initEnemys()
self:initAfter()
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增加 固有技
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if self.isNewPlayer then
self.player:triggerPassive(Passive.BORN_ONCE)
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51718558
zhouhaihai
中继层初始经验
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17
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self.player:addExp((self.adv.level - 1) * 40)
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增加 固有技
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end
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酱料
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end
function Battle:initAfter()
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self.player:initAfter(self.adv.owner:getProperty("advTeam").player)
for idx, mapEnemys in pairs(self.enemys) do
for _, enemy in ipairs(mapEnemys) do
enemy:initAfter(self.adv:getBlock(enemy.roomId, enemy.blockId, idx).event.enemy)
end
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end
for idx, mapBuilds in pairs(self.builds) do
for _, build in ipairs(mapBuilds) do
build:initAfter(self.adv:getBlock(build.roomId, build.blockId, idx).event.build)
end
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end
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酱料
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33
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end
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b53593b5
zhouhaihai
羁绊加成
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--[[
队伍总属性 = 基础属性 + 等级 × 成长率
基础属性: 固定属性,与章节、队伍够成、养成无关,由策划给出
等级: 根据进入时的关卡,获得一个【初始等级】;消灭怪物获得经验后,累计N点会提升等级
羁绊加成: 加成条件与“战斗”相同,加成目标改为【冒险队】
成长率: 由【队伍总生存力】决定
成长率 =(总生存力 / 80)^0.52 + INT(总角色等级 / 50)* 1
--]]
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46fac6f1
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酱料
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43
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6b5c9206
zhouhaihai
冒险资助升级属性奖励
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local function getAdvLvAttrUp(upAttrs, attrName, baseAttr)
-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
local Enem = {
hp = 1,
sp = 2,
atk = 3,
def = 4,
}
if not Enem[attrName] then return baseAttr end
return baseAttr + (upAttrs[Enem[attrName]] or 0)
end
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function Battle:initPlayer()
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local advTeam = self.adv.owner:getProperty("advTeam")
if not next(advTeam.heros) then return end
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bfd33de5
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队长技
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59
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local leaderPassive = {}
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local player = advTeam.player
if not player then
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bug
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62
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local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
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冒险资助升级属性奖励
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优化冒险结构 增加夹层功能
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player = {}
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冒险神器和buff
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player.level = 1
player.exp = 0
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冒险资助升级属性奖励
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player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
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冒险神器和buff
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player.growth = {}
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player.passives = {}
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for slot, heroId in pairs(advTeam.heros) do
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if heroId == advTeam.leader or heroId == advTeam.leader2 then
local hero = self.adv.owner.heros[heroId]
if hero then
local unit = csvdb["unitCsv"][self.adv.owner.heros[heroId]:getProperty("type")]
if unit.advCaptain ~= 0 then
table.insert(player.passives, {id = unit.advCaptain, level = 1})
end
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end
end
end
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冒险神器和buff
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local attrs = self.adv.owner:getTeamBattleInfo(advTeam).heros
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冒险资助升级属性奖励
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冒险神器和buff
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for attrName, _ in pairs(AdvAttsEnum) do
for _, hero in pairs(attrs) do
player[attrName] = (player[attrName] or 0) + hero[attrName]
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羁绊加成
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89
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end
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冒险资助升级属性奖励
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player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName])
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zhouhaihai
buff 补充
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player.growth[attrName] = player[attrName] * 0.025
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羁绊加成
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92
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end
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冒险神器和buff
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93
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冒险
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player.hpMax = player.hp or 0
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增加 固有技
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self.isNewPlayer = true
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advTeam.player = player
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end
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优化冒险结构 增加夹层功能
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self.player = Player.new(self, player)
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end
function Battle:initEnemys()
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for idx, map in pairs(self.adv.maps) do
self:initMapEnemys(idx)
end
end
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建筑被动
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function Battle:initMapEnemys(mapIdx)
self.enemys[mapIdx] = {}
local map = self.adv.maps[mapIdx]
if map then
for _, room in pairs(map.rooms) do
for _, block in pairs(room.blocks) do
self:addEnemy(room, block, mapIdx)
end
end
end
if self.cachePassiveEvent[mapIdx] then
for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:triggerPassive(passiveC[1], passiveC[2])
end
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建筑被动
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for _, build in ipairs(self.builds[mapIdx]) do
build:triggerPassive(passiveC[1], passiveC[2])
end
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end
end
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self.cachePassiveEvent[mapIdx] = nil
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end
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function Battle:addEnemy(room, block, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
if block:isMonster() then
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zhouahaihai
酱料
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if not block.event.enemy then
local enemyCsv = csvdb["event_monsterCsv"][block.event.id]
local enemy = {}
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eee37c88
zhouhaihai
楼层数据
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local curFloorData = self.adv:getCurFloorData() or {}
for attrName, _ in pairs(AdvAttsEnum) do
enemy[attrName] = enemyCsv[attrName] * curFloorData[attrName]
end
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酱料
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enemy.passives = {}
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de3b786f
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字段换名字
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for _, id in ipairs(enemyCsv.mapPassive:toArray(true, "=")) do
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酱料
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table.insert(enemy.passives, {id = id})
end
block.event.enemy = enemy
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end
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local player = Enemy.new(self, block.event.mId or 999, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.enemy, mapIdx)
table.insert(self.enemys[mapIdx], player)
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增加 固有技
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return player
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elseif block:isBuild() then
if not block.event.build then
local buildCsv = csvdb["event_buildCsv"][block.event.id]
local build = {}
build.passives = {}
for _, id in ipairs(buildCsv.passive:toArray(true, "=")) do
table.insert(build.passives, {id = id})
end
block.event.build = build
end
local player = Build.new(self, block.event.id, room.roomId, block.blockId, not block.isOpen, block.event.build, mapIdx)
table.insert(self.builds[mapIdx], player)
return player
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酱料
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end
end
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function Battle:getEnemy(roomId, blockId, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
for _, enemy in ipairs(self.enemys[mapIdx] or {}) do
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冒险
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171
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if enemy.roomId == roomId and enemy.blockId == blockId then
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酱料
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return enemy
end
end
end
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建筑被动
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function Battle:getBuild(roomId, blockId, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
for _, build in ipairs(self.builds[mapIdx] or {}) do
if build.roomId == roomId and build.blockId == blockId then
return build
end
end
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d4720dfd
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bug
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184
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end
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建筑被动
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185
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酱料
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function Battle:getEnemyById(id)
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优化冒险结构 增加夹层功能
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for idx, mapEnemys in pairs(self.enemys) do
for _, enemy in ipairs(mapEnemys) do
if enemy.id == id then
return enemy
end
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酱料
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end
end
end
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39a6e08b
suhongyang
冒险战斗内逻辑调整
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197
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function Battle:getRBByEnemyId(enemyId)
local enemy = self:getEnemyById(enemyId)
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优化冒险结构 增加夹层功能
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198
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return enemy.roomId, enemy.blockId, enemy.mapIdx
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39a6e08b
suhongyang
冒险战斗内逻辑调整
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end
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39a6e08b
suhongyang
冒险战斗内逻辑调整
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201
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46fac6f1
zhouahaihai
酱料
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202
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--触发全员被动技能
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43babcff
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优化冒险结构 增加夹层功能
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204
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function Battle:triggerPassive(condType, params, mapIdx)
mapIdx = mapIdx or self.adv:getCurMapIdx()
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增加 固有技
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205
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self.player:triggerPassive(condType, params)
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优化冒险结构 增加夹层功能
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if not self.enemys[mapIdx] then
-- 缓存一下
self.cachePassiveEvent[mapIdx] = self.cachePassiveEvent[mapIdx] or {}
table.insert(self.cachePassiveEvent[mapIdx], {condType, params})
else
for _, enemy in ipairs(self.enemys[mapIdx]) do
enemy:triggerPassive(condType, params)
end
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建筑被动
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for _, build in ipairs(self.builds[mapIdx]) do
build:triggerPassive(condType, params)
end
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增加 固有技
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217
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end
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46fac6f1
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酱料
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218
219
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end
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4f0a5fae
zhouhaihai
营养剂
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220
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227
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-- 只是从战斗中移除 从地图中移除 在外面操作
function Battle:removeEnemyById(id)
local mapIdx = self.adv:getCurMapIdx()
for i = #self.enemys[mapIdx], 1, -1 do
if self.enemys[mapIdx][i].id == id then
local enemy = table.remove(self.enemys[mapIdx], i)
enemy:clear()
break
end
end
end
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酱料
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--回合
function Battle:afterRound()
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优化冒险结构 增加夹层功能
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234
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local mapIdx = self.adv:getCurMapIdx()
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酱料
|
235
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self.player:afterRound()
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优化冒险结构 增加夹层功能
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236
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table.sort(self.enemys[mapIdx], function(e1, e2)
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酱料
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return e1.id < e2.id
end)
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优化冒险结构 增加夹层功能
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239
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for _, enemy in ipairs(self.enemys[mapIdx]) do
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酱料
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enemy:afterRound()
end
self.player:clearRound()
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优化冒险结构 增加夹层功能
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for _, enemy in ipairs(self.enemys[mapIdx]) do
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酱料
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enemy:clearRound()
end
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建筑被动
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for _, build in ipairs(self.builds[mapIdx]) do
build:clearRound()
end
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优化冒险结构 增加夹层功能
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250
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for i = #self.enemys[mapIdx], 1, -1 do
if self.enemys[mapIdx][i].isDead then
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4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
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251
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local enemy = table.remove(self.enemys[mapIdx], i)
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7828ffd0
zhouhaihai
冒险 连续选择点 和 地图因子
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self.adv:enemyDead(enemy, enemy.isDead == 1)
enemy:clear()
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酱料
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end
end
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建筑被动
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for i = #self.builds[mapIdx], 1, -1 do
if self.builds[mapIdx][i].isDead then
local build = table.remove(self.builds[mapIdx], i)
build:clear()
end
end
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ec87b4a5
zhouahaihai
冒险 完善
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262
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d3da3368
zhouhaihai
冒险地图被动技, buff 神器
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self.player:triggerPassive(Passive.AFTER_ROUND)
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46fac6f1
zhouahaihai
酱料
|
265
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if self.player.isDead then
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4b7c7c96
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增加 清空 挂机 冒险gm 角色经验
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266
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self.adv:over(false)
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zhouahaihai
酱料
|
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end
end
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e459a5fc
suhongyang
战斗回合检查同步以及回合数据缓存
|
270
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12f7b52c
zhouhaihai
冒险战斗
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function Battle:battleBegin(roomId, blockId, params)
local enemy = self:getEnemy(roomId, blockId)
if not enemy then return end
local player = params.player
-- 玩家没死就是怪死了
if player.hp > 0 then
enemy:hurt(enemy.hp, self.player, {hurtType = 5})
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战斗buff
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278
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self.player:effectBattleBuff()
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53e8037e
zhouhaihai
任务
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self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
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d3da3368
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冒险地图被动技, buff 神器
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if params.bySkill then
self.player:triggerPassive(Passive.SKILL_KILL)
end
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12f7b52c
zhouhaihai
冒险战斗
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284
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end
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zhouhaihai
优化冒险结构 增加夹层功能
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if player.hp > self.player.hp then
self.player:recover(player.hp - self.player.hp, player)
else
self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少
end
self.player:changeSp(math.floor(player.sp - self.player.sp) , 0) --战斗魔力只会变少
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12f7b52c
zhouhaihai
冒险战斗
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292
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end
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46fac6f1
zhouahaihai
酱料
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295
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--写入数据
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43babcff
zhouhaihai
优化冒险结构 增加夹层功能
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296
297
298
299
300
301
302
303
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function Battle:saveDB()
for idx, mapEnemys in pairs(self.enemys) do
for _, enemy in ipairs(mapEnemys) do
local block = self.adv:getBlock(enemy.roomId, enemy.blockId, idx)
if block and block:isMonster() then
block.event.enemy = enemy:getDB()
end
end
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46fac6f1
zhouahaihai
酱料
|
304
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end
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46fac6f1
zhouahaihai
酱料
|
305
306
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end
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36c30c5c
zhouahaihai
冒险
|
307
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return Battle
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