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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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Buff.DROP_BUFF_BY_ENEMY = 33 -- 怪物掉落加成 -- 怪物使用
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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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_Buff._init = function(self)
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|
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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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buff 清除层数
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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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酱料
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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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276
|
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...
|
277
|
end
|
1e6f6a8a
zhouhaihai
免疫 清除buff 增加新效果
|
278
279
|
return dispel
|
46fac6f1
zhouahaihai
酱料
|
280
281
282
283
|
end
end,
[Buff.OPEN_BLOCK] = function(_Buff)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
284
285
|
_Buff._afterRound = function(self)
local roomNum = self:effect()
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
286
|
self.owner.battle.adv:getCurMap():openBlockRand(roomNum, not self.owner.monsterId)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
287
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
288
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
289
290
|
-- 数量
return self.buffData.effectValue1 * self.layer
|
46fac6f1
zhouahaihai
酱料
|
291
292
293
|
end
end,
|
3b0526d2
zhouhaihai
冒险demo
|
294
|
[Buff.SP_CHANGE] = function(_Buff)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
295
|
_Buff._afterRound = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
296
|
local cType, value = self:effect()
|
3b0526d2
zhouhaihai
冒险demo
|
297
|
self.owner:changeSp(value, cType)
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
298
299
|
end
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
300
301
|
-- 值/% 数量
return self.buffData.effectValue1, self:doEffectChange(self.buffData.effectValue2) * self.layer
|
46fac6f1
zhouahaihai
酱料
|
302
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
303
|
end,
|
53e8037e
zhouhaihai
任务
|
304
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
305
|
[Buff.EXP_ADD] = function(_Buff)
|
6cd12079
suhongyang
扣血buff立刻生效
|
306
307
|
_Buff._afterRound = function(self)
local value = self:effect()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
308
|
self.owner.battle.player:addExp(value)
|
6cd12079
suhongyang
扣血buff立刻生效
|
309
|
end
|
6cd12079
suhongyang
扣血buff立刻生效
|
310
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
311
312
|
-- 经验值
return self.buffData.effectValue1 * self.layer
|
6cd12079
suhongyang
扣血buff立刻生效
|
313
314
|
end
end,
|
53e8037e
zhouhaihai
任务
|
315
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
316
|
[Buff.DISABLE_BUFF] = function(_Buff)
|
53e8037e
zhouhaihai
任务
|
317
318
319
320
|
_Buff._effectValue = function(self)
return self.buffData.effectValue1
end
end,
|
4f0a5fae
zhouhaihai
营养剂
|
321
|
|
ccbafe67
zhouhaihai
冒险神器和buff
|
322
|
[Buff.SP_MAX_CHANGE] = function(_Buff)
|
b71a8190
zhouhaihai
动态改变 一些buff
|
323
|
_Buff._init = function(self) --初始化变化值
|
1bab9165
zhouhaihai
buff xiugai
|
324
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
325
326
|
end
_Buff._overlay = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
327
328
329
|
self.owner:reSetSpMax()
end
|
1bab9165
zhouhaihai
buff xiugai
|
330
|
_Buff._uncover = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
331
|
self.owner:reSetSpMax()
|
ccbafe67
zhouhaihai
冒险神器和buff
|
332
333
334
335
336
337
338
339
340
|
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
|
341
|
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
342
343
|
[Buff.ITEM_GET_UP] = function(_Buff)
|
4f0a5fae
zhouhaihai
营养剂
|
344
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
345
346
|
-- 值/% 数量 id
return self.buffData.effectValue1, self.buffData.effectValue2 * self.layer, self.buffData.effectValue3
|
4f0a5fae
zhouhaihai
营养剂
|
347
348
|
end
end,
|
ccbafe67
zhouhaihai
冒险神器和buff
|
349
350
351
352
353
354
|
-- 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
|
355
|
if not buff.isDel and buff.buffData.classify:sismember(self.buffData.effectValue1, " ") then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
356
357
358
359
|
buff:effectChange()
end
end
end
|
4f0a5fae
zhouhaihai
营养剂
|
360
|
_Buff._effectValue = function(self)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
361
362
363
364
365
366
367
|
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
|
368
369
|
end
end,
|
810c6151
zhouhaihai
增加buff 效果31 地图被动刷...
|
370
371
372
373
374
375
|
[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
|
376
|
[Buff.SNEAK] = function(_Buff)
|
9c08bf47
zhouhaihai
简化=潜行
|
377
378
|
_Buff._init = function(self)
self.layer = self.buffData.effectValue1
|
a0834e49
zhouhaihai
增加潜行 功能
|
379
380
|
end
end,
|
46fac6f1
zhouahaihai
酱料
|
381
382
|
}
|
ccbafe67
zhouhaihai
冒险神器和buff
|
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
|
-- 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...
|
400
401
402
|
function Buff:ctor(owner, id)
self.owner = owner
self.id = id
|
3b0526d2
zhouhaihai
冒险demo
|
403
|
self.buffData = csvdb["adv_map_buffCsv"][self.id]
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
404
|
self.isDel = false
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
405
|
self.roundSpace = 0 --生效间隔
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
406
|
self.round = 0 --剩余的回合
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
407
|
self.count = -1 -- 可生效的次数 -1 无次数限制
|
ccbafe67
zhouhaihai
冒险神器和buff
|
408
|
self.layer = 1 -- 当前buff 层数
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
409
|
self.releaseId = nil -- 释放的怪物Id
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
410
411
412
413
414
|
if BuffFactory[self.buffData.type] then
BuffFactory[self.buffData.type](self)
end
end
|
46fac6f1
zhouahaihai
酱料
|
415
416
417
418
419
420
421
422
423
424
425
426
427
|
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...
|
428
|
function Buff:initNew(release, data)
|
6d238bc6
suhongyang
Fix bug
|
429
|
self.release = release or self.owner
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
430
|
self.releaseId = self.release.monsterId or 0
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
431
|
self.round = self.buffData.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
432
433
|
self.roundSpace = 0 --生效间隔
self.layer = 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
434
435
436
|
if self.buffData.effectTime > 0 then
self.count = self.buffData.effectTime
end
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
437
438
439
|
if self.buffData.mapLock == 1 then
self.mapId = self.owner.battle.adv:getCurMap().mapId
end
|
b71a8190
zhouhaihai
动态改变 一些buff
|
440
441
442
|
end
function Buff:createAfter()
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
443
|
if self._init then
|
b71a8190
zhouhaihai
动态改变 一些buff
|
444
|
self:_init()
|
46fac6f1
zhouahaihai
酱料
|
445
446
447
448
449
450
451
452
453
454
455
|
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
|
456
|
self.releaseId = data.releId
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
457
|
self.round = data.round
|
ccbafe67
zhouhaihai
冒险神器和buff
|
458
|
self.roundSpace = data.roundSp
|
46fac6f1
zhouahaihai
酱料
|
459
460
461
|
if data.count then
self.count = data.count
end
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
462
463
464
|
if data.mapId then
self.mapId = data.mapId
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
465
|
self.layer = data.layer or 1
|
46fac6f1
zhouahaihai
酱料
|
466
467
468
469
470
|
if self._initDB then
self:_initDB(data)
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
471
|
|
46fac6f1
zhouahaihai
酱料
|
472
|
function Buff:afterRound()
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
473
|
if self.owner.isDead or self:isHide() then return end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
474
475
476
477
478
479
480
|
-- 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...
|
481
|
if self.roundSpace > 0 then
|
8d8bf91a
suhongyang
fix bug
|
482
|
self.roundSpace = self.roundSpace - 1
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
483
484
485
486
487
488
|
self:decRound()
return
end
if self._afterRound then
self:_afterRound()
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
489
|
if self.buffData.roundTime > 0 then
|
8d8bf91a
suhongyang
fix bug
|
490
|
self.roundSpace = self.buffData.roundTime
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
491
492
493
|
end
self:decRound()
end
|
46fac6f1
zhouahaihai
酱料
|
494
|
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
495
|
-- 只使用owner 和 buffData 和 releaseId
|
ccbafe67
zhouhaihai
冒险神器和buff
|
496
497
498
499
500
501
502
|
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
|
503
|
5=拥有指定buff
|
ccbafe67
zhouhaihai
冒险神器和buff
|
504
505
506
|
--]]
local checkFunc = {}
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
507
|
checkFunc[1] = function(_)
|
ccbafe67
zhouhaihai
冒险神器和buff
|
508
509
|
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
|
510
|
if enemy.monsterId == self.releaseId then
|
ccbafe67
zhouhaihai
冒险神器和buff
|
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
|
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
|
540
541
|
checkFunc[5] = function(_, buffId)
local buff = self.owner:getBuffById(buffId)
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
542
|
if buff then
|
a0834e49
zhouhaihai
增加潜行 功能
|
543
544
545
546
|
return true
end
return false
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
547
548
549
550
551
552
|
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...
|
553
|
function Buff:decRound()
|
4f0a5fae
zhouhaihai
营养剂
|
554
|
if self.buffData.round <= 0 then
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
555
556
557
558
559
560
561
562
|
return
end
self.round = self.round - 1
if self.round <= 0 then
self.isDel = true
end
end
|
596ac19f
zhouhaihai
buff
|
563
564
|
function Buff:afterLayer()
-- 持续一层
|
7b2dc17c
zhouhaihai
地图 层 buff passive
|
565
|
if self.buffData.round == 0 or self.buffData.mapLock == 1 then
|
596ac19f
zhouhaihai
buff
|
566
567
568
569
|
self.isDel = true
end
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
570
571
572
|
function Buff:canEffect(...)
if not self._canEffect then
return true
|
46fac6f1
zhouahaihai
酱料
|
573
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
574
|
return self:_canEffect(...)
|
46fac6f1
zhouahaihai
酱料
|
575
576
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
577
|
function Buff:effect()
|
3c89adfb
zhouhaihai
buff 减次数
|
578
|
self:decCount()
|
987d660e
zhouhaihai
advBuff 闪屏警告
|
579
580
581
|
if self.buffData.show:sismember(2, " ") then
self.owner.battle.adv:pushBackEvent(AdvBackEventType.BuffEffect, {etype = 2})
end
|
46fac6f1
zhouahaihai
酱料
|
582
583
584
|
if self._effectValue then
return self:_effectValue()
end
|
46fac6f1
zhouahaihai
酱料
|
585
|
end
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
586
587
588
589
|
-- 在当前阶段不可用 小透明 < 不会回合遍历 不会查找遍历 可以删除遍历 可以下层遍历 >
function Buff:isHide()
if self.isDel then
|
e0c0365a
zhouhaihai
反的判断
|
590
|
return true
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
591
592
|
end
if self.buffData.mapLock == 1 and self.mapId and self.owner.battle.adv:getCurMap().mapId ~= self.mapId then
|
e0c0365a
zhouhaihai
反的判断
|
593
|
return true
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
594
|
end
|
e0c0365a
zhouhaihai
反的判断
|
595
|
return false
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
596
597
|
end
|
46fac6f1
zhouahaihai
酱料
|
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
|
--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
|
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
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
|
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
|
677
|
if self.buffData.classify == "" then return effect end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
678
679
|
local change = self.owner:getBuffEffectChange(self.buffData.classify)
return effect * (1 + change)
|
46fac6f1
zhouahaihai
酱料
|
680
681
|
end
|
1ffc16b9
zhouhaihai
冒险 选择点和 建筑
|
682
683
684
685
|
function Buff:getLayer()
return self.layer
end
|
46fac6f1
zhouahaihai
酱料
|
686
687
688
689
690
691
692
693
694
|
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
|
695
|
if self.buffData.round > 0 then
|
821f2b60
suhongyang
冒险战斗完善,增加battlebe...
|
696
|
db.round = self.round
|
46fac6f1
zhouahaihai
酱料
|
697
|
end
|
7c55db1f
suhongyang
Buff逻辑完善,buff生效次数...
|
698
|
db.roundSp = self.roundSpace
|
46fac6f1
zhouahaihai
酱料
|
699
700
701
|
if self.count ~= -1 then
db.count = self.count
end
|
9c8e9482
zhouhaihai
buff 被动 限定地图
|
702
703
704
|
if self.mapId then
db.mapId = self.mapId
end
|
ccbafe67
zhouhaihai
冒险神器和buff
|
705
|
db.layer = self.layer
|
d3da3368
zhouhaihai
冒险地图被动技, buff 神器
|
706
707
708
|
if self.buffData.keepTerm:toArray(true, "=")[1] == 1 then
db.releId = self.releaseId
end
|
46fac6f1
zhouahaihai
酱料
|
709
710
711
712
|
return db
end
return Buff
|