Blame view

src/adv/AdvPlayer.lua 12.7 KB
46fac6f1   zhouahaihai   酱料
1
2
  -- 角色
  local Buff = require "adv.AdvBuff"
1b8336a6   suhongyang   skill逻辑与player分开
3
  local Skill = require "adv.AdvSkill"
46fac6f1   zhouahaihai   酱料
4
5
6
7
8
9
10
11
  local Passive = require "adv.AdvPassive"
  
  local BaseObject = class("BaseObject")
  function BaseObject:ctor(battle)
  	self.battle = battle
  	self.hpMax = 0
  	self.hp = 0
  	self.atk = 0
e996b82a   zhouahaihai   冒险增加防御属性
12
  	self.def = 0
46fac6f1   zhouahaihai   酱料
13
14
15
16
  	self.aType = 0 --攻击类型
  	self.lock = nil
  	self.passives = {} --固有技能
  	self.buffs = {} --buff
42f2d1d3   suhongyang   战斗内技能序列逻辑
17
  	self.skillOrder = {} --战斗内技能序列
46fac6f1   zhouahaihai   酱料
18
  	self.isDead = false
46fac6f1   zhouahaihai   酱料
19
20
21
22
23
  end
  --初始化角色
  function BaseObject:initData(data)
  	self.hpMax = data.hpMax or data.hp
  	self.hp = data.hp
46fac6f1   zhouahaihai   酱料
24
25
26
27
  	--可变化的值
  	self.atk = data.atk
  	self.miss = data.miss
  	self.hit = data.hit
e996b82a   zhouahaihai   冒险增加防御属性
28
  	self.def = data.def
46fac6f1   zhouahaihai   酱料
29
30
31
32
  	--基础值记录
  	self._atk = data._atk or self.atk
  	self._miss = data._miss or self.miss
  	self._hit = data._hit or self.hit
e996b82a   zhouahaihai   冒险增加防御属性
33
  	self._def = data._def or self.def
46fac6f1   zhouahaihai   酱料
34
35
36
37
  end
  -- 角色初始化完以后才是 技能和被动技能  方便初始化 buff 的 释放对象
  function BaseObject:initAfter(data)
  	for _, passive in ipairs(data.passives or {}) do
36c30c5c   zhouahaihai   冒险
38
  		table.insert(self.passives, Passive.new(self, passive))
46fac6f1   zhouahaihai   酱料
39
40
41
42
43
44
  	end
  	for _, buff in ipairs(data.buffs or {}) do
  		table.insert(self.buffs, Buff.load(self, buff))
  	end
  end
  
a734980c   suhongyang   冒险战斗数据打完以前不存储
45
46
47
48
49
50
51
  function BaseObject:reset(data)
  	self.passives = {}
  	self.buffs = {}
  	self:initData(data)
  	self:initAfter(data)
  end
  
46fac6f1   zhouahaihai   酱料
52
53
54
55
56
  function BaseObject:afterRound()
  	for _, passive in ipairs(self.passives) do
  		passive:afterRound(self)
  	end
  	for _, buff in ipairs(self.buffs) do
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
57
  		buff:afterRound()
46fac6f1   zhouahaihai   酱料
58
59
60
  	end
  end
  
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
61
  
46fac6f1   zhouahaihai   酱料
62
63
64
65
66
67
68
69
70
  function BaseObject:clearRound()
  	for i = #self.passives, 1, -1 do
  		if self.passives[i].isDel then
  			self.passives[i]:endPassive()
  			table.remove(self.passives, i)
  		end
  	end
  	for i = #self.buffs, 1, -1 do
  		if self.buffs[i].isDel then
36c30c5c   zhouahaihai   冒险
71
  			self.battle.adv:backBuff(self.id, self.buffs[i].id, true)
46fac6f1   zhouahaihai   酱料
72
73
74
75
76
77
78
79
80
81
  			self.buffs[i]:endBuff()
  			table.remove(self.buffs, i)
  		end
  	end
  end
  function BaseObject:clear()
  	self.buffs = {}
  	self.passives = {}
  end
  
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
82
  function BaseObject:battleBegin()
65de8cf1   suhongyang   被动逻辑进一步修缮
83
  	for _, passive in ipairs(self.passives) do
821f2b60   suhongyang   冒险战斗完善,增加battlebe...
84
  		passive:battleBegin()
65de8cf1   suhongyang   被动逻辑进一步修缮
85
  	end
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
86
87
88
  end
  
  function BaseObject:battleEnd()
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
89
  	for _, buff in ipairs(self.buffs) do
0d405dc3   suhongyang   Buff生命周期调整,被动加buf...
90
  		buff:battleEnd()
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
91
  	end
65de8cf1   suhongyang   被动逻辑进一步修缮
92
93
  end
  
23a38f47   suhongyang   new passives effect
94
95
  function BaseObject:addPassive(params)
  	local skillId = params.id
3b0526d2   zhouhaihai   冒险demo
96
  	local skillData = csvdb["adv_map_passiveCsv"][skillId]
23a38f47   suhongyang   new passives effect
97
98
99
100
  	if not skillData then return end
  	local level = params.level or 1
  	if not skillData[level] then return end
  	table.insert(self.passives, Passive.new(self, { id = skillId, level = level }))
4eadc2ab   suhongyang   獲得被動暫時增加log,後面可以去掉
101
102
  
  	self.battle.adv:backPassive(self.id, skillId)
23a38f47   suhongyang   new passives effect
103
104
  end
  
46fac6f1   zhouahaihai   酱料
105
  function BaseObject:addBuff(buffId, releaser)
3b0526d2   zhouhaihai   冒险demo
106
  	local buffData = csvdb["adv_map_buffCsv"][buffId]
46fac6f1   zhouahaihai   酱料
107
108
  	if not buffData then return end
  	for _, buff in ipairs(self.buffs) do
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
109
110
111
  		if not buff.isDel and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
  			if buff:canEffect(buffId, buffData.group) then
  				buff:effect()
46fac6f1   zhouahaihai   酱料
112
113
114
115
116
  				return
  			end
  		end
  	end
  	table.insert(self.buffs, Buff.create(self, releaser, {id = buffId}))
36c30c5c   zhouahaihai   冒险
117
118
  
  	self.battle.adv:backBuff(self.id, buffId)
46fac6f1   zhouahaihai   酱料
119
120
121
122
123
124
125
126
127
128
  end
  
  function BaseObject:hadBuff(bType)
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
  			return true
  		end
  	end
  end
  
1cb78a24   suhongyang   passive的筛选
129
130
131
132
133
134
135
136
  function BaseObject:hadBuffById(bId)
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff.id == bId then
  			return true
  		end
  	end
  end
  
46fac6f1   zhouahaihai   酱料
137
138
139
140
141
  -- 通用的buff 效果汇总  -- 0 固定 1百分比  两种分类
  function BaseObject:getCommonBuffEffect(bType)
  	local effect, count = {[0] = 0, [1] = 0}, 0
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == bType then
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
142
  			local cType, value = buff:effect()
46fac6f1   zhouahaihai   酱料
143
  			if cType then
4ae223df   zhouahaihai   Buff bug
144
  				effect[cType] = effect[cType] + value
46fac6f1   zhouahaihai   酱料
145
146
147
148
  				count = count + 1
  			end
  		end
  	end
4ae223df   zhouahaihai   Buff bug
149
  	effect[1] = effect[1] / 100
46fac6f1   zhouahaihai   酱料
150
151
152
153
154
155
156
  	return effect, count --效果 和生效的buff 个数
  end
  --伤害反弹
  function BaseObject:getBackHurtBuff(isAtk)
  	local effect = {[0] = 0, [1] = 0}
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.BACK_HURT then
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
157
  			local cType, value, aType = buff:effect()  --  aType 0 全部  1 普通攻击
46fac6f1   zhouahaihai   酱料
158
159
  			if cType then
  				if aType == 0 or isAtk then
4ae223df   zhouahaihai   Buff bug
160
  					effect[cType] = effect[cType] + value
46fac6f1   zhouahaihai   酱料
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
  				end
  			end
  		end
  	end
  	return effect
  end
  
  --释放者伤害变化
  function BaseObject:getHurtChange()
  	local change = self:getCommonBuffEffect(Buff.HURT_CHANGE)
  	return change
  end
  --受伤者受伤变化
  function BaseObject:getInjuredChange()
  	local change = self:getCommonBuffEffect(Buff.INJURED_CHANGE)
  	return change
  end
  --重新计算属性
  function BaseObject:reSetAttr(field)
36c30c5c   zhouahaihai   冒险
180
  	local old = self[field]
46fac6f1   zhouahaihai   酱料
181
  	self[field] = self["_" .. field] --重置一下
7c55db1f   suhongyang   Buff逻辑完善,buff生效次数...
182
  	local fieldToBuff = {atk = Buff.ATK_CHANGE, hit = Buff.HIT_CHANGE, miss = Buff.MISS_CHANGE, def = Buff.DEF_CHANGE}
46fac6f1   zhouahaihai   酱料
183
  	local effect = self:getCommonBuffEffect(fieldToBuff[field])
e10edb5f   zhouahaihai   冒险事件新
184
  	self[field] = math.ceil((self[field] + effect[0]) * (1 + effect[1]))
36c30c5c   zhouahaihai   冒险
185
186
187
188
  	local delta = self[field] - old
  	if delta ~= 0 then
  		if field == "atk" then
  			self.battle.adv:backAtkChange(self.id, delta)
e996b82a   zhouahaihai   冒险增加防御属性
189
190
  		elseif field == "def" then
  			self.battle.adv:backDefChange(self.id, delta)
36c30c5c   zhouahaihai   冒险
191
192
  		end 
  	end
46fac6f1   zhouahaihai   酱料
193
194
195
196
197
198
199
200
201
202
203
  end
  
  --计算打出伤害加成后的值 
  function BaseObject:getHurtValue(value)
  	value = value or self.atk
  	local hurtChange = self:getHurtChange()
  	return math.max(0, (value + hurtChange[0]) * (1 + hurtChange[1]))
  end
  --计算自己伤害减免后的值
  function BaseObject:getInjuredValue(value)
  	local injuredChange = self:getInjuredChange()
e996b82a   zhouahaihai   冒险增加防御属性
204
  	return math.max(0, (value + injuredChange[0]) * (1 + injuredChange[1]) - self.def)
46fac6f1   zhouahaihai   酱料
205
206
  end
  
ae9a74b5   suhongyang   返回miss,快速战斗逻辑
207
  --最终伤害 = [ (敌方攻击 - 己方防御) * (1+伤害增加百分比-伤害减少百分比)*(1+受伤增加百分比-受伤减少百分比)+(伤害增加固定值-伤害增加固定值+受伤增加固定值-受伤增加固定值)]*(1+侍宠百分比)-侍宠固定值
12f7b52c   zhouhaihai   冒险战斗
208
  -- params   -- hurtType  1 普攻伤害  2 buff伤害  3 反弹伤害  4 真实伤害  5 客户端发回来的伤害 --直接作用
46fac6f1   zhouahaihai   酱料
209
210
211
212
  --进入这个方法之前计算好释放者加成的伤害
  function BaseObject:hurt(value, releaser, params)
  	params = params or {}
  	if params.hurtType and params.hurtType == 1 then
02c4de8d   zhouahaihai   增加 固有技
213
214
215
216
  		releaser:triggerPassive(Passive.SELF_ATK)
  		for _, team in ipairs(releaser:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_ATK)
  		end
46fac6f1   zhouahaihai   酱料
217
218
219
220
  		if self:hadBuff(Buff.IMMNUE_ATK) then return end --无视普通攻击
  		
  		local hit = releaser.hit - self.miss  --命中率
  		if hit < math.randomInt(1, 100) then --miss
ae9a74b5   suhongyang   返回miss,快速战斗逻辑
221
  			self.battle.adv:backMiss(self.id)
46fac6f1   zhouahaihai   酱料
222
223
  			return
  		end
02c4de8d   zhouahaihai   增加 固有技
224
225
226
227
  		self:triggerPassive(Passive.SELF_HURT, {trigger = releaser})
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_HURT, {trigger = releaser})
  		end
46fac6f1   zhouahaihai   酱料
228
  	end
12f7b52c   zhouhaihai   冒险战斗
229
230
231
  	if params.hurtType ~= 5 then
  		if not params.hurtType or params.hurtType ~= 4 then
  			value = self:getInjuredValue(value) --减伤计算
46fac6f1   zhouahaihai   酱料
232
  		end
12f7b52c   zhouhaihai   冒险战斗
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
  		if value == 0 then return end
  
  		-- 舍身和恃宠
  		local team = self:getTeam(1)
  		local transfer = {}
  		local absorb = {}
  		for _, one in ipairs(team) do
  			local change1, count1 = one:getCommonBuffEffect(Buff.INJURED_CHANGE)
  			local change2, count2 = one:getCommonBuffEffect(Buff.HURT_ABSORB)
  			if count1 > 0 then
  				table.insert(transfer, {one, change1, count1})
  			end
  			if count2 > 0 then
  				table.insert(absorb, {one, change2, count2})
  			end
46fac6f1   zhouahaihai   酱料
248
  		end
12f7b52c   zhouhaihai   冒险战斗
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
  		if #absorb == 1 then --舍身优先级高  --舍身生效
  			if absorb[1][1] ~= self then --舍身的人不是自己才有效
  				local absorbV = (value - absorb[1][2][0]) * absorb[1][2][1] + absorb[1][2][0]  --固定值先生效
  				value = value - absorbV
  				absorb[1][1]:hurt(absorbV, releaser, params)
  			end
  		else
  			if #transfer == 1 and transfer[1][1] == self and #team > 1 then --侍宠 生效  
  				local transferValue = (value - transfer[1][2][0])* transfer[1][2][1] + transfer[1][2][0] --固定值先生效
  				value = value - transferValue
  				local oneValue = transferValue / (#team - 1)
  				for _, one in ipairs(team) do
  					if one ~= self then
  						one:hurt(oneValue, releaser, params)
  					end
46fac6f1   zhouahaihai   酱料
264
265
266
267
268
  				end
  			end
  		end
  	end
  
e10edb5f   zhouahaihai   冒险事件新
269
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
270
271
  	if value == 0 then return end
  	-- 反弹伤害
12f7b52c   zhouhaihai   冒险战斗
272
  	if params.hurtType ~= 3 and params.hurtType ~= 5 and releaser and not releaser.isDead then
46fac6f1   zhouahaihai   酱料
273
274
275
276
277
278
  		local backEffect = self:getBackHurtBuff(params.hurtType == 1)
  		local backValue = math.max(0, value * backEffect[1] + backEffect[0])
  		releaser:hurt(backValue, releaser, {hurtType = 3})
  	end
  
  	--受伤了~
36c30c5c   zhouahaihai   冒险
279
  	self.battle.adv:backHpChange(self.id, -value)
46fac6f1   zhouahaihai   酱料
280
  	self.hp = math.max(0, self.hp - value)
b0fe1817   zhouahaihai   冒险分数
281
282
283
284
285
  
  	if self.cutHp then
  		self:cutHp(value)
  	end
  
46fac6f1   zhouahaihai   酱料
286
  	if self.hp == 0 then
02c4de8d   zhouahaihai   增加 固有技
287
288
289
290
291
  		self:triggerPassive(Passive.SELF_DEAD)
  		for _, team in ipairs(self:getTeam(1, true)) do
  			team:triggerPassive(Passive.TEAM_DEAD)
  		end
  
46fac6f1   zhouahaihai   酱料
292
  		self.isDead = true
bedca62d   zhouahaihai   冒险
293
  		self.battle.adv:backDead(self.id)
46fac6f1   zhouahaihai   酱料
294
  	end
02c4de8d   zhouahaihai   增加 固有技
295
296
297
298
  	self:triggerPassive(Passive.HURT_PERCENT_SELF, {value = value / self.hpMax})
  	for _, team in ipairs(self:getTeam(1, true)) do
  		team:triggerPassive(Passive.HURT_PERCENT_TEAM, {value = value / self.hpMax})
  	end
46fac6f1   zhouahaihai   酱料
299
300
301
302
  end
  --恢复
  function BaseObject:recover(value, releaser, params)
  	params = params or {}
e10edb5f   zhouahaihai   冒险事件新
303
  	value = math.max(0, math.ceil(value))
46fac6f1   zhouahaihai   酱料
304
  	self.hp = math.min(self.hpMax, self.hp + value)
36c30c5c   zhouahaihai   冒险
305
  	self.battle.adv:backHpChange(self.id, value)
46fac6f1   zhouahaihai   酱料
306
307
  end
  
42f2d1d3   suhongyang   战斗内技能序列逻辑
308
309
310
311
312
  function BaseObject:addSpecialSkill(skillId, skillLevel, target)
  	local skillData = {id = skillId, level = skillLevel, target = target}
  	table.insert(self.skillOrder, skillData)
  end
  
d27ad5e0   suhongyang   使用营养技
313
  function BaseObject:releaseSkill(skillId, target)
36c30c5c   zhouahaihai   冒险
314
  	if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
d27ad5e0   suhongyang   使用营养技
315
  	local skill = Skill.new(self, {id = skillId, target = target})
36c30c5c   zhouahaihai   冒险
316
  	--返回客户端
1b8336a6   suhongyang   skill逻辑与player分开
317
  	for _, target in ipairs(skill:getTargets()) do
36c30c5c   zhouahaihai   冒险
318
319
  		self.battle.adv:backSkill(self.id, skillId, target.id)
  	end
1b8336a6   suhongyang   skill逻辑与player分开
320
  	skill:doEffect()
02c4de8d   zhouahaihai   增加 固有技
321
322
323
324
325
326
  	for _, team in ipairs(self:getTeam(2)) do
  		team:triggerPassive(Passive.TARGET_SKILL)
  	end
  	for _, team in ipairs(self:getTeam(1, true)) do
  		team:triggerPassive(Passive.TEAM_SKILL)
  	end
46fac6f1   zhouahaihai   酱料
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
  end
  
  --0 全部  1 我方  2 敌方
  function BaseObject:getTeam(nType, noSelf)
  	nType = nType or 0
  	local team = {}
  	local function addPlayer()
  		if not noSelf or self.battle.player ~= self then
  			if not self.battle.player.isDead then
  				table.insert(team, self.battle.player)
  			end
  		end
  	end
  	local function addEnemy()
  		for _, enemy in pairs(self.battle.enemys) do
  			if not noSelf or enemy ~= self then 
  				if not enemy.isDead and not enemy.lock then -- 已经翻开的
  					table.insert(team, enemy)
  				end
  			end
  		end
  	end
  	if nType == 0 then
  		addPlayer()
  		addEnemy()
  	elseif nType == 1 then
b594a026   suhongyang   Fix bug
353
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
354
355
356
357
358
  			addPlayer()
  		else
  			addEnemy()
  		end
  	elseif nType == 2 then
b594a026   suhongyang   Fix bug
359
  		if not self.monsterId then --玩家
46fac6f1   zhouahaihai   酱料
360
361
362
363
364
365
366
367
368
369
370
371
  			addEnemy()
  		else
  			addPlayer()
  		end
  	end
  	return team
  end
  
  function BaseObject:getDB()
  	local db = {}
  	db.hpMax = self.hpMax
  	db.hp = self.hp
e996b82a   zhouahaihai   冒险增加防御属性
372
  	local baseAttr = {"atk", "miss", "hit", "def"}
46fac6f1   zhouahaihai   酱料
373
374
375
376
377
378
379
380
  	for _, field in pairs(baseAttr) do
  		db[field] = self[field]
  		db["_"..field] = self["_" .. field]
  	end
  	db.passives = {}
  	for _, passive in ipairs(self.passives) do
  		table.insert(db.passives, passive:getDB())
  	end
4ae223df   zhouahaihai   Buff bug
381
  	db.buffs = {}
46fac6f1   zhouahaihai   酱料
382
383
384
385
386
387
388
  	for _, buff in ipairs(self.buffs) do
  		table.insert(db.buffs, buff:getDB())
  	end
  	return db
  end
  
  function BaseObject:triggerPassive(condType, params)
02c4de8d   zhouahaihai   增加 固有技
389
390
391
392
  	if self.isDead then return end
  	for _, passive in ipairs(self.passives) do
  		passive:trigger(condType, params) --检查触发
  	end
46fac6f1   zhouahaihai   酱料
393
394
  end
  
3b0526d2   zhouhaihai   冒险demo
395
396
397
  function BaseObject:changeSp()
  end
  
46fac6f1   zhouahaihai   酱料
398
  local Enemy = class("Enemy", BaseObject)
36c30c5c   zhouahaihai   冒险
399
  function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy)
46fac6f1   zhouahaihai   酱料
400
  	Enemy.super.ctor(self, battle)
36c30c5c   zhouahaihai   冒险
401
402
  	self.id = mId
  	self.monsterId = monsterId  --数据id
46fac6f1   zhouahaihai   酱料
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
  	self.roomId = roomId
  	self.blockId = blockId
  	self.lock = lock
  	self:initData(enemy)
  end
  function Enemy:unlock(id)
  	self.id = id
  	self.lock = nil
  end
  
  local Player = class("Player", BaseObject)
  function Player:ctor(battle, data)
  	Player.super.ctor(self, battle)
  	self:initData(data)
  end
  
b0fe1817   zhouahaihai   冒险分数
419
420
421
422
  function Player:cutHp(value)
  	self.battle.adv:scoreChange(AdvScoreType.Hurt, value)
  end
  
b53593b5   zhouhaihai   羁绊加成
423
424
  function Player:initData(data)
  	Player.super.initData(self, data)
386ca58e   zhouhaihai   优化log
425
  	self.level = data.level or 1  --level 每增加1级  属性增长 growth * baseAttr
b53593b5   zhouhaihai   羁绊加成
426
427
  	self.growth = data.growth or 0
  	self.exp = data.exp or 0
3b0526d2   zhouhaihai   冒险demo
428
  	self.sp = data.sp or 100
b53593b5   zhouhaihai   羁绊加成
429
430
431
432
433
434
  end
  
  function Player:addExp(value)
  	-- todo
  end
  
3b0526d2   zhouhaihai   冒险demo
435
436
437
438
439
440
441
442
443
444
445
446
  --cType 0 or nil  值  1 百分比
  function Player:changeSp(value, cType)
  	cType = cType or 0
  	if cType == 0 then
  		self.sp = self.sp + value
  	elseif cType == 1 then
  		self.sp = self.sp + self.sp * value / 100
  	end
  	self.sp = math.floor(math.max(0, self.sp))
  	self.battle.adv:pushBackEvent(AdvBackEventType.SpChange)
  end
  
e90b4d20   zhouhaihai   战斗buff
447
448
449
450
451
452
453
454
  --战斗结束了扣战斗buff次数
  function Player:effectBattleBuff()
  	for _, buff in ipairs(self.buffs) do
  		if not buff.isDel and buff:getType() == Buff.BATTLE_BUFF then
  			buff:effect()
  		end
  	end
  end
3b0526d2   zhouhaihai   冒险demo
455
  
b53593b5   zhouhaihai   羁绊加成
456
457
  function Player:getDB()
  	local db = Player.super.getDB(self)
3b0526d2   zhouhaihai   冒险demo
458
  	for _ , field in pairs({"level", "exp", "growth", "sp"}) do
b53593b5   zhouhaihai   羁绊加成
459
460
461
462
463
  		db[field] = self[field]
  	end
  	return db
  end
  
3b0526d2   zhouhaihai   冒险demo
464
465
  
  
36c30c5c   zhouahaihai   冒险
466
  return table.pack(Player, Enemy)