Commit a95b35ceb11a81341cdf4776b2d1f368f1acf7de

Authored by zhouhaihai
1 parent 73db53c3

删除等级

src/actions/GmAction.lua
... ... @@ -402,20 +402,20 @@ function _M.advl(role, pms)
402 402 return "成功"
403 403 end
404 404  
405   -table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
406   -function _M.advcl(role, pms)
407   - local exp = tonum(pms.pm1)
408   - local advData = role:getAdvData()
  405 +-- table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
  406 +-- function _M.advcl(role, pms)
  407 +-- local exp = tonum(pms.pm1)
  408 +-- local advData = role:getAdvData()
409 409  
410   - if not advData.chapterId then
411   - return "先随便开启一关"
412   - end
413   - advData.battle.player:addExp(exp)
414   - advData:saveDB()
415   - role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
  410 +-- if not advData.chapterId then
  411 +-- return "先随便开启一关"
  412 +-- end
  413 +-- advData.battle.player:addExp(exp)
  414 +-- advData:saveDB()
  415 +-- role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
416 416  
417   - return "成功"
418   -end
  417 +-- return "成功"
  418 +-- end
419 419  
420 420 table.insert(helpDes, {"挂机清除" , "idlec"})
421 421 function _M.idlec(role, pms)
... ...
src/adv/Adv.lua
... ... @@ -1936,8 +1936,9 @@ function Adv:enemyDead(enemy, escape)
1936 1936 else
1937 1937 self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
1938 1938 end
1939   - local changeV = self.battle.player:addExp(monsterData.exp)
1940   - self:backDead(enemyId, changeV)
  1939 + -- local changeV = self.battle.player:addExp(monsterData.exp)
  1940 + -- self:backDead(enemyId, changeV)
  1941 + self:backDead(enemyId)
1941 1942  
1942 1943 local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
1943 1944 if toClick then
... ... @@ -2061,8 +2062,8 @@ function Adv:backBlockChange(roomId, blockId, itemChangeType)
2061 2062 self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
2062 2063 end
2063 2064  
2064   -function Adv:backDead(enemyId, exp)
2065   - self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
  2065 +function Adv:backDead(enemyId)
  2066 + self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
2066 2067 end
2067 2068  
2068 2069 function Adv:backTrap()
... ...
src/adv/AdvBattle.lua
... ... @@ -67,17 +67,17 @@ function Battle:initPlayer()
67 67 local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
68 68  
69 69 player = {}
70   - player.level = 1
71   - if self.adv.level ~= 1 then
72   - local relayData = self.adv:isHaveRelay()
73   - if relayData then
74   - player.level = relayData.level
75   - end
76   - end
77   - player.exp = 0
  70 + -- player.level = 1
  71 + -- if self.adv.level ~= 1 then
  72 + -- local relayData = self.adv:isHaveRelay()
  73 + -- if relayData then
  74 + -- player.level = relayData.level
  75 + -- end
  76 + -- end
  77 + -- player.exp = 0
78 78 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
79 79 player.spMax = player.sp
80   - player.growth = {}
  80 + -- player.growth = {}
81 81 player.passives = {}
82 82  
83 83 for slot, heroId in pairs(advTeam.heros) do
... ... @@ -100,8 +100,8 @@ function Battle:initPlayer()
100 100 player[attrName] = (player[attrName] or 0) + hero[attrName]
101 101 end
102 102 player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
103   - player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
104   - player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
  103 + -- player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
  104 + -- player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
105 105 end
106 106  
107 107 player.hpMax = player.hp or 0
... ...
src/adv/AdvBuff.lua
... ... @@ -20,7 +20,7 @@ Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
20 20 Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff
21 21 Buff.CHANGE_DROP = 18 -- 转换掉落
22 22 Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技
23   -Buff.EXP_ADD = 20 -- 增加exp(每回合)
  23 +-- Buff.EXP_ADD = 20 -- 增加exp(每回合)
24 24 Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击
25 25 Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记
26 26 Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知
... ... @@ -304,16 +304,16 @@ local BuffFactory = {
304 304 end
305 305 end,
306 306  
307   - [Buff.EXP_ADD] = function(_Buff)
308   - _Buff._afterRound = function(self)
309   - local value = self:effect()
310   - self.owner.battle.player:addExp(value)
311   - end
312   - _Buff._effectValue = function(self)
313   - -- 经验值
314   - return self.buffData.effectValue1 * self.layer
315   - end
316   - end,
  307 + -- [Buff.EXP_ADD] = function(_Buff)
  308 + -- _Buff._afterRound = function(self)
  309 + -- local value = self:effect()
  310 + -- self.owner.battle.player:addExp(value)
  311 + -- end
  312 + -- _Buff._effectValue = function(self)
  313 + -- -- 经验值
  314 + -- return self.buffData.effectValue1 * self.layer
  315 + -- end
  316 + -- end,
317 317  
318 318 [Buff.DISABLE_BUFF] = function(_Buff)
319 319 _Buff._effectValue = function(self)
... ...
src/adv/AdvPlayer.lua
... ... @@ -577,44 +577,44 @@ end
577 577  
578 578 function Player:initData(data)
579 579 Player.super.initData(self, data)
580   - self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr
  580 + -- self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr
581 581 self.growth = data.growth
582   - self.exp = data.exp or 0
  582 + -- self.exp = data.exp or 0
583 583 self.sp = data.sp or 100
584 584 self.spMax = data.spMax or 100
585 585 self._spMax = data._spMax or 100
586 586 end
587 587  
588   -function Player:addExp(value)
589   - -- buff 经验加成
590   - local up = self:getCommonBuffEffect(Buff.EXP_UP)
591   - value = math.ceil((value + up[0]) * (1 + up[1]))
592   -
593   - if value <= 0 then return end
594   - local newExp = self.exp + value
595   - local level = self.level
596   - if level >= #csvdb["adv_levelCsv"] then return end
597   - while true do
598   - local curData = csvdb["adv_levelCsv"][level]
599   - if newExp < curData.exp then break end
600   - level = level + 1
601   - newExp = newExp - curData.exp
602   - if level >= #csvdb["adv_levelCsv"] then break end
603   - end
604   - local delta = level - self.level
605   -
606   - self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
607   -
608   - if delta > 0 then
609   - for attr, _ in pairs(AdvAttsEnum) do
610   - self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
611   - end
612   - self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
613   - end
614   - self.level = level
615   - self.exp = newExp
616   - return value
617   -end
  588 +-- function Player:addExp(value)
  589 +-- -- buff 经验加成
  590 +-- local up = self:getCommonBuffEffect(Buff.EXP_UP)
  591 +-- value = math.ceil((value + up[0]) * (1 + up[1]))
  592 +
  593 +-- if value <= 0 then return end
  594 +-- local newExp = self.exp + value
  595 +-- local level = self.level
  596 +-- if level >= #csvdb["adv_levelCsv"] then return end
  597 +-- while true do
  598 +-- local curData = csvdb["adv_levelCsv"][level]
  599 +-- if newExp < curData.exp then break end
  600 +-- level = level + 1
  601 +-- newExp = newExp - curData.exp
  602 +-- if level >= #csvdb["adv_levelCsv"] then break end
  603 +-- end
  604 +-- local delta = level - self.level
  605 +
  606 +-- self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
  607 +
  608 +-- if delta > 0 then
  609 +-- for attr, _ in pairs(AdvAttsEnum) do
  610 +-- self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
  611 +-- end
  612 +-- self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
  613 +-- end
  614 +-- self.level = level
  615 +-- self.exp = newExp
  616 +-- return value
  617 +-- end
618 618 --vtype 0/1 值/%
619 619 function Player:addBaseAttr(attr, value, vtype, ignoreBack)
620 620 local attrName = attr
... ... @@ -742,7 +742,8 @@ end
742 742  
743 743 function Player:getDB()
744 744 local db = Player.super.getDB(self)
745   - for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
  745 + -- for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
  746 + for _ , field in pairs({"level", "growth", "sp", "spMax"}) do
746 747 db[field] = self[field]
747 748 end
748 749 db["_spMax"] = self._spMax
... ...