Commit 3b0526d2fbca515f69fd15311d075cf04aefce88

Authored by zhouhaihai
1 parent 9407543b

冒险demo

src/GlobalVar.lua
... ... @@ -99,7 +99,7 @@ AdvBackEventType = {
99 99 Next = 7, --进入下一层
100 100 End = 8, -- 结束
101 101 BlockChange = 9, -- 块改变
102   - PowerChange = 10, --体力改变
  102 + SpChange = 10, --体力改变
103 103 Dead = 11, --怪死亡
104 104 DefChange = 12, -- 防御变化
105 105 Passive = 13, -- 獲得被動
... ...
src/ProtocolCode.lua
... ... @@ -35,8 +35,6 @@ actionCodes = {
35 35 Adv_useItemRpc = 154,
36 36 Adv_usePotionRpc = 155,
37 37 Adv_exitAdvRpc = 156,
38   - Adv_nextTurnRpc = 157,
39   - Adv_specialSkillRpc = 158,
40 38  
41 39 Hero_loadInfos = 201,
42 40 Hero_updateProperty = 202,
... ...
src/actions/AdvAction.lua
... ... @@ -90,17 +90,6 @@ function _M.usePotionRpc(agent, data)
90 90 return true
91 91 end
92 92  
93   ---使用战斗技能
94   -function _M.specialSkillRpc(agent, data)
95   - local role = agent.role
96   - local msg = MsgPack.unpack(data)
97   - local adv = role:getAdvData()
98   - local status = adv:useSpecialSkill(msg.skillId)
99   - -- if not status then return end
100   - SendPacket(actionCodes.Adv_specialSkillRpc, MsgPack.pack({}))
101   - return true
102   -end
103   -
104 93 --退出
105 94 function _M.exitAdvRpc(agent, data)
106 95 local role = agent.role
... ... @@ -111,18 +100,5 @@ function _M.exitAdvRpc(agent, data)
111 100 return true
112 101 end
113 102  
114   ---继续战斗
115   -function _M.nextTurnRpc(agent, data)
116   - local role = agent.role
117   - local msg = MsgPack.unpack(data)
118   - local adv = role:getAdvData()
119   - local status = adv:nextBattleTurn(msg.turn)
120   - if not status then -- 数据不同步则发送缓存数据
121   - SendPacket(actionCodes.Adv_nextTurnRpc, MsgPack.pack({events = adv.tempBackEvents}))
122   - return true
123   - end
124   - SendPacket(actionCodes.Adv_nextTurnRpc, MsgPack.pack({events = adv:popBackEvents()}))
125   - return true
126   -end
127 103  
128 104 return _M
129 105 \ No newline at end of file
... ...
src/adv/Adv.lua
... ... @@ -112,7 +112,6 @@ local function randomAdvMap(role, chapterId, level, notNotify)
112 112 local lastMapId = advInfo.mapId --非同一层不连续随出同一张类似的地图
113 113 local lastChapterId = advInfo.chapter
114 114 local lastScore = advInfo.score or {} -- 分数
115   - local power = advInfo.power or 100 --MP
116 115  
117 116 local pool = {}
118 117 for _, mapId in ipairs(raw_pool) do
... ... @@ -139,7 +138,6 @@ local function randomAdvMap(role, chapterId, level, notNotify)
139 138 advInfo.chapter = chapterId
140 139 advInfo.level = level
141 140 advInfo.mapId = mapId
142   - advInfo.power = power
143 141 advInfo.score = lastScore
144 142 advInfo.enemyId = 1 --怪递增的索引
145 143 advInfo.rooms = {} -- {[roomId] = {event = {}, open = {}},} -- event 事件信息(具体信息查看randomEvent), open 是否解锁
... ... @@ -947,22 +945,6 @@ function Adv:clickBlock(roomId, blockId, params)
947 945 return status
948 946 end
949 947  
950   ---继续战斗
951   -function Adv:nextBattleTurn(turn)
952   - local enemy = self.battle.enemy
953   - if not enemy or self.battle:checkTurn(turn) then
954   - return
955   - end
956   - local roomId, blockId = self.battle:getRBByEnemyId(enemy.id)
957   - self.battle:doBattleTurn()
958   - if self.battle:isBattleEnd() then
959   - self:backBlockChange(roomId, blockId)
960   - self:afterRound()
961   - end
962   - self:saveDB()
963   - return true
964   -end
965   -
966 948 --使用道具产生效果
967 949 function Adv:useItem(itemId, count, target)
968 950 count = count or 1
... ... @@ -994,9 +976,6 @@ end
994 976 function Adv:usePotion(potionId, potionLevel, target)
995 977 -- cost
996 978 local potionData = csvdb["adv_potionCsv"][potionId][potionLevel]
997   - -- if self.advInfo.power < skillData.cost then return end
998   - -- self.advInfo.power = self.advInfo.power - skillData.cost
999   - -- target
1000 979 local enemy = self.battle:getEnemy(target.roomId, target.blockId)
1001 980 if not enemy then return end
1002 981 --生效
... ... @@ -1013,29 +992,6 @@ function Adv:usePotion(potionId, potionLevel, target)
1013 992 return true
1014 993 end
1015 994  
1016   ---使用战斗技能
1017   -function Adv:useSpecialSkill(skillId)
1018   - if not csvdb["adv_skill_specialCsv"][skillId] or self.battle:isBattleEnd() then return end
1019   - local skillLevel = nil
1020   - for slot, heroId in pairs(self.advTeam.heros) do
1021   - if self.owner.heros[heroId] then
1022   - if csvdb["unitCsv"][self.owner.heros[heroId]:getSkinId()]["adv"] == skillId then
1023   - skillLevel = self.owner.heros[heroId]:getSkillLevel(2)
1024   - break
1025   - end
1026   - end
1027   - end
1028   - if not skillLevel or not csvdb["adv_skill_specialCsv"][skillId][skillLevel] then return end
1029   - local skillData = csvdb["adv_skill_specialCsv"][skillId][skillLevel]
1030   - --cost
1031   - if self.advInfo.power < skillData.cost then return end
1032   - self:changePower( -skillData.cost, 0)
1033   - -- self.advInfo.power = self.advInfo.power - skillData.cost
1034   - local enemy = self.battle.enemy
1035   - self.battle.player:addSpecialSkill(skillId, skillLevel, enemy)
1036   - return true
1037   -end
1038   -
1039 995 --敌人死亡
1040 996 function Adv:enemyDead(roomId, blockId, escape)
1041 997 local room = self.rooms[roomId]
... ... @@ -1072,17 +1028,6 @@ function Adv:enemyDead(roomId, blockId, escape)
1072 1028 self:backBlockChange(roomId, blockId)
1073 1029 end
1074 1030  
1075   ---cType 0 or nil 值 1 百分比
1076   -function Adv:changePower(value, cType)
1077   - cType = cType or 0
1078   - if cType == 0 then
1079   - self.advInfo.power = self.advInfo.power + value
1080   - elseif cType == 1 then
1081   - self.advInfo.power = self.advInfo.power + self.advInfo.power * value / 100
1082   - end
1083   - self.advInfo.power = math.floor(math.max(0, self.advInfo.power))
1084   - self:pushBackEvent(AdvBackEventType.PowerChange)
1085   -end
1086 1031  
1087 1032 function Adv:pushBackEvent(btype, params)
1088 1033 table.insert(self.backEvents, {btype = btype, params = params})
... ... @@ -1144,14 +1089,6 @@ function Adv:backDead(enemyId)
1144 1089 self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
1145 1090 end
1146 1091  
1147   -function Adv:backTurnEnd()
1148   - self:pushBackEvent(AdvBackEventType.TurnEnd, {})
1149   -end
1150   -
1151   -function Adv:backBattleBegin()
1152   - self:pushBackEvent(AdvBackEventType.BattleBegin, {})
1153   -end
1154   -
1155 1092 function Adv:backTrap()
1156 1093 self:pushBackEvent(AdvBackEventType.Trap, {})
1157 1094 end
... ...
src/adv/AdvBattle.lua
... ... @@ -6,7 +6,6 @@ function Battle:ctor(adv)
6 6 self.adv = adv
7 7 self.player = nil --玩家
8 8 self.isNewPlayer = false
9   - self.enemy = nil
10 9 self.enemys = {} --怪
11 10 self.tempData = {} -- 临时回合数据
12 11 self:initPlayer()
... ... @@ -22,10 +21,6 @@ function Battle:initAfter()
22 21 for _, enemy in pairs(self.enemys) do
23 22 enemy:initAfter(self.adv.rooms[enemy.roomId].blocks[enemy.blockId].event.enemy)
24 23 end
25   - if self.adv.advTeam.enemyId then
26   - local enemy = self:getEnemyById(self.adv.advTeam.enemyId)
27   - self.enemy = enemy
28   - end
29 24 end
30 25 --[[
31 26 队伍总属性 = 基础属性 + 等级 × 成长率
... ... @@ -56,6 +51,7 @@ function Battle:initPlayer()
56 51 player.growth = (self.adv.owner:getRealBattleValue(self.adv.advTeam.heros) / 80) ^ 0.52 + math.floor(heroLevel / 50) / 50
57 52 player.level = 1
58 53 player.exp = 0
  54 + player.sp = 100
59 55 local activeRelation = self.adv.owner:getHeroActiveRelation()
60 56 local baseAttr = csvdb["adv_unitCsv"][math.floor(self.adv.advInfo.chapter / 100)]
61 57 for _, attr in pairs(AttsEnumEx) do
... ... @@ -121,75 +117,6 @@ function Battle:getRBByEnemyId(enemyId)
121 117 return enemy.roomId, enemy.blockId
122 118 end
123 119  
124   -function Battle:isBattleEnd()
125   - if not self.enemy then
126   - return true
127   - end
128   -end
129   -
130   ---战斗开始
131   -function Battle:battleBegin(roomId, blockId, isQuick)
132   - self.tempData = {} -- 清理上次战斗数据
133   - if self.enemy then
134   - self.player:reset(self.adv.advTeam.player)
135   - self.enemy:reset(self.adv.rooms[self.enemy.roomId].blocks[self.enemy.blockId].event.enemy)
136   - end
137   - local enemy = self:getEnemy(roomId, blockId)
138   - if enemy then
139   - self.adv:backBattleBegin()
140   - self.enemy = enemy
141   - self.player:battleBegin()
142   - self.enemy:battleBegin()
143   - if not isQuick then
144   - self:doBattleTurn()
145   - return
146   - end
147   - while not enemy.isDead and not self.player.isDead do
148   - self:doBattleTurn()
149   - end
150   - end
151   -end
152   -
153   --- 检查回合数同步
154   -function Battle:checkTurn(turn)
155   - if self.tempData[turn] then
156   - return true
157   - end
158   -end
159   -
160   --- 战斗内一回合
161   -function Battle:doBattleTurn()
162   - local enemy = self.enemy
163   - -- 玩家先出手
164   - self.adv:backAtk(nil, enemy.id)
165   - self:doPlayerTurn(self.player, enemy)
166   - --是否无法攻击
167   - if not enemy.isDead and not enemy:hadBuff(Buff.CANT_BACK_ATK) then
168   - self.adv:backAtk(enemy.id, nil)
169   - self:doPlayerTurn(enemy, self.player)
170   - end
171   - -- 判定死亡
172   - if enemy.isDead or self.player.isDead then
173   - local deadPlayer = enemy.isDead and enemy or self.player
174   - deadPlayer:battleEnd()
175   - self.enemy = nil
176   - else
177   - self.adv:backTurnEnd()
178   - end
179   - self:getTempDB()
180   -end
181   -
182   ---战斗内角色回合逻辑
183   -function Battle:doPlayerTurn(atkPlayer, hurtPlayer)
184   - atkPlayer:beforeTurn()
185   - if #(atkPlayer.skillOrder) > 0 then
186   - atkPlayer:releaseSpecialSkill()
187   - else
188   - hurtPlayer:hurt(atkPlayer:getHurtValue(), atkPlayer, {hurtType = 1})
189   - end
190   - atkPlayer:afterTurn()
191   - atkPlayer:clearTurn()
192   -end
193 120  
194 121 --触发全员被动技能
195 122 function Battle:triggerPassive(condType, params)
... ... @@ -225,24 +152,9 @@ function Battle:afterRound()
225 152 end
226 153 end
227 154  
228   --- 写入临时数据
229   -function Battle:getTempDB()
230   - local turnDB = {}
231   - if self.enemy then
232   - turnDB.enemy = self.enemy:getDB()
233   - end
234   - turnDB.player = self.player:getDB()
235   - table.insert(self.tempData, turnDB)
236   -end
237 155  
238 156 --写入数据
239 157 function Battle:getDB()
240   - if not self.enemy then
241   - self.adv.advTeam.enemyId = nil
242   - else
243   - self.adv.advTeam.enemyId = self.enemy.id
244   - return
245   - end
246 158 self.adv.advTeam.player = self.player:getDB()
247 159 for _, enemy in ipairs(self.enemys) do
248 160 local block = self.adv.rooms[enemy.roomId].blocks[enemy.blockId]
... ...
src/adv/AdvBuff.lua
... ... @@ -15,7 +15,7 @@ Buff.IMMNUE_BUFF = 11 -- 免疫buff
15 15 Buff.CLEAR_BUFF = 12 -- 清除buff
16 16 Buff.CANT_SKILL = 13 -- 禁止技能
17 17 Buff.OPEN_BLOCK = 14 -- 翻开格子(每回合)
18   -Buff.POWER_CHANGE = 15 -- MP变化(每回合)
  18 +Buff.SP_CHANGE = 15 -- sp变化(每回合)
19 19 Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
20 20  
21 21 --角色一些属性的变化
... ... @@ -59,14 +59,6 @@ local BuffFactory = {
59 59 self.owner:hurt(-value, self.release, {hurtType = 2})
60 60 end
61 61 end
62   - _Buff._afterTurn = function(self)
63   - local value = self:effect()
64   - if value > 0 then
65   - self.owner:recover(value, self.release)
66   - elseif value < 0 then
67   - self.owner:hurt(-value, self.release, {hurtType = 2})
68   - end
69   - end
70 62 _Buff._effectValue = function(self)
71 63 return self._changeV
72 64 end
... ... @@ -177,24 +169,16 @@ local BuffFactory = {
177 169 local roomNum = self:effect()
178 170 self.owner.battle.adv:openBlockRand(roomNum)
179 171 end
180   - _Buff._afterTurn = function(self)
181   - local roomNum = self:effect()
182   - self.owner.battle.adv:openBlockRand(roomNum)
183   - end
184 172 _Buff._effectValue = function(self)
185 173 return self.buffData.effectValue1
186 174 end
187 175 end,
188 176  
189   - [Buff.POWER_CHANGE] = function(_Buff)
  177 + [Buff.SP_CHANGE] = function(_Buff)
190 178 --cType 0 or nil 值 1 百分比
191 179 _Buff._afterRound = function(self)
192 180 local value, cType = self:effect()
193   - self.owner.battle.adv:changePower(value, cType)
194   - end
195   - _Buff._afterTurn = function(self)
196   - local value, cType = self:effect()
197   - self.owner.battle.adv:changePower(value, cType)
  181 + self.owner:changeSp(value, cType)
198 182 end
199 183 _Buff._effectValue = function(self)
200 184 return self.buffData.effectValue2, self.buffData.effectValue1
... ... @@ -213,7 +197,6 @@ local BuffFactory = {
213 197 if self._changeV < 0 then
214 198 self._changeV = -self.release:getHurtValue(-self._changeV)
215 199 end
216   - self:afterTurn()
217 200 end
218 201 _Buff._initDB = function(self, data)
219 202 self._changeV = data.cv
... ... @@ -226,14 +209,6 @@ local BuffFactory = {
226 209 self.owner:hurt(-value, self.release, {hurtType = 2})
227 210 end
228 211 end
229   - _Buff._afterTurn = function(self)
230   - local value = self:effect()
231   - if value > 0 then
232   - self.owner:recover(value, self.release)
233   - elseif value < 0 then
234   - self.owner:hurt(-value, self.release, {hurtType = 2})
235   - end
236   - end
237 212 _Buff._effectValue = function(self)
238 213 return self._changeV
239 214 end
... ... @@ -246,7 +221,7 @@ local BuffFactory = {
246 221 function Buff:ctor(owner, id)
247 222 self.owner = owner
248 223 self.id = id
249   - self.buffData = csvdb["adv_buffCsv"][self.id]
  224 + self.buffData = csvdb["adv_map_buffCsv"][self.id]
250 225 self.isDel = false
251 226 self.roundSpace = 0 --生效间隔
252 227 self.turnSpace = 0 --生效间隔
... ... @@ -308,42 +283,6 @@ function Buff:battleEnd()
308 283 end
309 284 end
310 285  
311   -function Buff:beforeTurn()
312   - if self.isDel or self.owner.isDead or self.buffData.turn == 0 then return end
313   - if self.turnSpace > 0 then
314   - return
315   - end
316   - if self._beforeTurn then
317   - self:_beforeTurn()
318   - end
319   -end
320   -
321   -function Buff:afterTurn()
322   - if self.isDel or self.owner.isDead or self.buffData.turn == 0 then return end
323   - if self.turnSpace > 0 then
324   - self.turnSpace = self.turnSpace - 1
325   - self:decTurn()
326   - return
327   - end
328   - if self._afterTurn then
329   - self:_afterTurn()
330   - end
331   - if self.buffData.turnTime > 0 then
332   - self.turnSpace = self.buffData.turnTime
333   - end
334   - self:decTurn()
335   -end
336   -
337   -function Buff:decTurn()
338   - if self.buffData.turn == 0 then
339   - return
340   - end
341   - self.turn = self.turn - 1
342   - if self.turn <= 0 then
343   - self.isDel = true
344   - end
345   -end
346   -
347 286 function Buff:afterRound()
348 287 if self.isDel or self.owner.isDead or self.buffData.round == 0 then return end
349 288 if self.roundSpace > 0 then
... ...
src/adv/AdvPassive.lua
... ... @@ -196,13 +196,11 @@ function Passive:ctor(owner, data)
196 196 self.owner = owner
197 197 self.id = data.id
198 198 self.level = data.level or 1
199   - self.passiveData = csvdb["adv_skill_passiveCsv"][self.id][self.level]
  199 + self.passiveData = csvdb["adv_map_passiveCsv"][self.id][self.level]
200 200 self.isDel = false
201 201 self.round = data.round or 0 --触发剩余回合数
202 202 self.count = data.count or self.passiveData.count --触发剩余次数
203 203 self.delay = data.delay or self.passiveData.delayRound --触发延迟回合数
204   - self.turn = 0 --战斗内回合数
205   - self.delayTurn = self.passiveData.delayTurn --战斗内延迟回合数
206 204  
207 205 self.effects = self.passiveData.effect:toTableArray(true)
208 206 self.filters = {}
... ... @@ -257,25 +255,6 @@ function Passive:effect(trigger)
257 255 end
258 256 end
259 257  
260   -function Passive:battleBegin()
261   - if self.isDel or self.owner.isDead then return end
262   - self.turn = 0
263   - self.delayTurn = self.passiveData.delayTurn
264   -end
265   -
266   -function Passive:afterTurn()
267   - if self.isDel or self.owner.isDead then return end
268   - if self._afterTurn then
269   - self:_afterTurn() --有的触发自己检测在这里检查
270   - end
271   - if self.turn > 0 then --战斗内回合
272   - self.turn = self.turn - 1
273   - end
274   - if self.delayTurn > 0 then
275   - self.delayTurn = self.delayTurn - 1
276   - end
277   -end
278   -
279 258 function Passive:afterRound()
280 259 if self.isDel or self.owner.isDead then return end
281 260 if self._afterRound then
... ... @@ -291,7 +270,7 @@ end
291 270  
292 271 -- 可以触发
293 272 function Passive:canTrigger( )
294   - return self.count > 0 and self.delay <= 0 and self.delayTurn <= 0
  273 + return self.count > 0 and self.delay <= 0
295 274 end
296 275  
297 276 function Passive:trigger(condType, params) --触发检查
... ...
src/adv/AdvPlayer.lua
... ... @@ -49,21 +49,6 @@ function BaseObject:reset(data)
49 49 self:initAfter(data)
50 50 end
51 51  
52   -function BaseObject:beforeTurn()
53   - for _, buff in ipairs(self.buffs) do
54   - buff:beforeTurn()
55   - end
56   -end
57   -
58   -function BaseObject:afterTurn()
59   - for _, passive in ipairs(self.passives) do
60   - passive:afterTurn()
61   - end
62   - for _, buff in ipairs(self.buffs) do
63   - buff:afterTurn()
64   - end
65   -end
66   -
67 52 function BaseObject:afterRound()
68 53 for _, passive in ipairs(self.passives) do
69 54 passive:afterRound(self)
... ... @@ -73,15 +58,6 @@ function BaseObject:afterRound()
73 58 end
74 59 end
75 60  
76   -function BaseObject:clearTurn()
77   - for i = #self.buffs, 1, -1 do
78   - if self.buffs[i].isDel then
79   - self.battle.adv:backBuff(self.id, self.buffs[i].id, true)
80   - self.buffs[i]:endBuff()
81   - table.remove(self.buffs, i)
82   - end
83   - end
84   -end
85 61  
86 62 function BaseObject:clearRound()
87 63 for i = #self.passives, 1, -1 do
... ... @@ -117,7 +93,7 @@ end
117 93  
118 94 function BaseObject:addPassive(params)
119 95 local skillId = params.id
120   - local skillData = csvdb["adv_skill_passiveCsv"][skillId]
  96 + local skillData = csvdb["adv_map_passiveCsv"][skillId]
121 97 if not skillData then return end
122 98 local level = params.level or 1
123 99 if not skillData[level] then return end
... ... @@ -127,7 +103,7 @@ function BaseObject:addPassive(params)
127 103 end
128 104  
129 105 function BaseObject:addBuff(buffId, releaser)
130   - local buffData = csvdb["adv_buffCsv"][buffId]
  106 + local buffData = csvdb["adv_map_buffCsv"][buffId]
131 107 if not buffData then return end
132 108 for _, buff in ipairs(self.buffs) do
133 109 if not buff.isDel and (buff:getType() == Buff.CLEAR_BUFF or buff:getType() == Buff.IMMNUE_BUFF) then
... ... @@ -332,14 +308,6 @@ function BaseObject:addSpecialSkill(skillId, skillLevel, target)
332 308 table.insert(self.skillOrder, skillData)
333 309 end
334 310  
335   -function BaseObject:releaseSpecialSkill()
336   - local skillData = table.remove(self.skillOrder, 1)
337   - local skillSet = csvdb["adv_skill_specialCsv"][skillData.id][skillData.level]
338   - for _, skillId in ipairs(skillSet.skillId:toArray(true, "=")) do
339   - self:releaseSkill(skillId, skillData.target)
340   - end
341   -end
342   -
343 311 function BaseObject:releaseSkill(skillId, target)
344 312 if self:hadBuff(Buff.CANT_SKILL) then return end -- 针对 怪物
345 313 local skill = Skill.new(self, {id = skillId, target = target})
... ... @@ -422,6 +390,9 @@ function BaseObject:triggerPassive(condType, params)
422 390 end
423 391 end
424 392  
  393 +function BaseObject:changeSp()
  394 +end
  395 +
425 396 local Enemy = class("Enemy", BaseObject)
426 397 function Enemy:ctor(battle, mId, monsterId, roomId, blockId, lock, enemy)
427 398 Enemy.super.ctor(self, battle)
... ... @@ -452,18 +423,34 @@ function Player:initData(data)
452 423 self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr
453 424 self.growth = data.growth or 0
454 425 self.exp = data.exp or 0
  426 + self.sp = data.sp or 100
455 427 end
456 428  
457 429 function Player:addExp(value)
458 430 -- todo
459 431 end
460 432  
  433 +--cType 0 or nil 值 1 百分比
  434 +function Player:changeSp(value, cType)
  435 + cType = cType or 0
  436 + if cType == 0 then
  437 + self.sp = self.sp + value
  438 + elseif cType == 1 then
  439 + self.sp = self.sp + self.sp * value / 100
  440 + end
  441 + self.sp = math.floor(math.max(0, self.sp))
  442 + self.battle.adv:pushBackEvent(AdvBackEventType.SpChange)
  443 +end
  444 +
  445 +
461 446 function Player:getDB()
462 447 local db = Player.super.getDB(self)
463   - for _ , field in pairs({"level", "exp", "growth"}) do
  448 + for _ , field in pairs({"level", "exp", "growth", "sp"}) do
464 449 db[field] = self[field]
465 450 end
466 451 return db
467 452 end
468 453  
  454 +
  455 +
469 456 return table.pack(Player, Enemy)
470 457 \ No newline at end of file
... ...
src/adv/AdvSkill.lua
... ... @@ -5,7 +5,7 @@ function Skill:ctor(owner, data)
5 5 self.id = data.id
6 6 self.defaultTarget = data.target
7 7  
8   - self.skillData = csvdb["adv_skillCsv"][self.id]
  8 + self.skillData = csvdb["adv_map_skillCsv"][self.id]
9 9 self.targets = self:initTargets()
10 10 end
11 11  
... ...