diff --git a/src/actions/GmAction.lua b/src/actions/GmAction.lua index 8acbeb2..f04a4d5 100644 --- a/src/actions/GmAction.lua +++ b/src/actions/GmAction.lua @@ -402,20 +402,20 @@ function _M.advl(role, pms) return "成功" end -table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"}) -function _M.advcl(role, pms) - local exp = tonum(pms.pm1) - local advData = role:getAdvData() +-- table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"}) +-- function _M.advcl(role, pms) +-- local exp = tonum(pms.pm1) +-- local advData = role:getAdvData() - if not advData.chapterId then - return "先随便开启一关" - end - advData.battle.player:addExp(exp) - advData:saveDB() - role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender}) +-- if not advData.chapterId then +-- return "先随便开启一关" +-- end +-- advData.battle.player:addExp(exp) +-- advData:saveDB() +-- role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender}) - return "成功" -end +-- return "成功" +-- end table.insert(helpDes, {"挂机清除" , "idlec"}) function _M.idlec(role, pms) diff --git a/src/adv/Adv.lua b/src/adv/Adv.lua index 8f72405..c0563e7 100644 --- a/src/adv/Adv.lua +++ b/src/adv/Adv.lua @@ -1936,8 +1936,9 @@ function Adv:enemyDead(enemy, escape) else self:scoreChange(AdvScoreType.Kill, monsterData.advScore) end - local changeV = self.battle.player:addExp(monsterData.exp) - self:backDead(enemyId, changeV) + -- local changeV = self.battle.player:addExp(monsterData.exp) + -- self:backDead(enemyId, changeV) + self:backDead(enemyId) local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) if toClick then @@ -2061,8 +2062,8 @@ function Adv:backBlockChange(roomId, blockId, itemChangeType) self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType}) end -function Adv:backDead(enemyId, exp) - self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp}) +function Adv:backDead(enemyId) + self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId}) end function Adv:backTrap() diff --git a/src/adv/AdvBattle.lua b/src/adv/AdvBattle.lua index e1f6706..4b422c8 100644 --- a/src/adv/AdvBattle.lua +++ b/src/adv/AdvBattle.lua @@ -67,17 +67,17 @@ function Battle:initPlayer() local advAddAttrs = self.adv.owner:getAdvLvAddAttrs() player = {} - player.level = 1 - if self.adv.level ~= 1 then - local relayData = self.adv:isHaveRelay() - if relayData then - player.level = relayData.level - end - end - player.exp = 0 + -- player.level = 1 + -- if self.adv.level ~= 1 then + -- local relayData = self.adv:isHaveRelay() + -- if relayData then + -- player.level = relayData.level + -- end + -- end + -- player.exp = 0 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100) player.spMax = player.sp - player.growth = {} + -- player.growth = {} player.passives = {} for slot, heroId in pairs(advTeam.heros) do @@ -100,8 +100,8 @@ function Battle:initPlayer() player[attrName] = (player[attrName] or 0) + hero[attrName] end player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1) - player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1) - player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1) + -- player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1) + -- player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1) end player.hpMax = player.hp or 0 diff --git a/src/adv/AdvBuff.lua b/src/adv/AdvBuff.lua index e5f2254..748ed3b 100644 --- a/src/adv/AdvBuff.lua +++ b/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) Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff Buff.CHANGE_DROP = 18 -- 转换掉落 Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技 -Buff.EXP_ADD = 20 -- 增加exp(每回合) +-- Buff.EXP_ADD = 20 -- 增加exp(每回合) Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击 Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记 Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知 @@ -304,16 +304,16 @@ local BuffFactory = { end end, - [Buff.EXP_ADD] = function(_Buff) - _Buff._afterRound = function(self) - local value = self:effect() - self.owner.battle.player:addExp(value) - end - _Buff._effectValue = function(self) - -- 经验值 - return self.buffData.effectValue1 * self.layer - end - end, + -- [Buff.EXP_ADD] = function(_Buff) + -- _Buff._afterRound = function(self) + -- local value = self:effect() + -- self.owner.battle.player:addExp(value) + -- end + -- _Buff._effectValue = function(self) + -- -- 经验值 + -- return self.buffData.effectValue1 * self.layer + -- end + -- end, [Buff.DISABLE_BUFF] = function(_Buff) _Buff._effectValue = function(self) diff --git a/src/adv/AdvPlayer.lua b/src/adv/AdvPlayer.lua index c240e44..9fb86cf 100644 --- a/src/adv/AdvPlayer.lua +++ b/src/adv/AdvPlayer.lua @@ -577,44 +577,44 @@ end function Player:initData(data) Player.super.initData(self, data) - self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr + -- self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr self.growth = data.growth - self.exp = data.exp or 0 + -- self.exp = data.exp or 0 self.sp = data.sp or 100 self.spMax = data.spMax or 100 self._spMax = data._spMax or 100 end -function Player:addExp(value) - -- buff 经验加成 - local up = self:getCommonBuffEffect(Buff.EXP_UP) - value = math.ceil((value + up[0]) * (1 + up[1])) - - if value <= 0 then return end - local newExp = self.exp + value - local level = self.level - if level >= #csvdb["adv_levelCsv"] then return end - while true do - local curData = csvdb["adv_levelCsv"][level] - if newExp < curData.exp then break end - level = level + 1 - newExp = newExp - curData.exp - if level >= #csvdb["adv_levelCsv"] then break end - end - local delta = level - self.level - - self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value}) - - if delta > 0 then - for attr, _ in pairs(AdvAttsEnum) do - self:addBaseAttr(attr, self.growth[attr] * delta, 0, true) - end - self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta}) - end - self.level = level - self.exp = newExp - return value -end +-- function Player:addExp(value) +-- -- buff 经验加成 +-- local up = self:getCommonBuffEffect(Buff.EXP_UP) +-- value = math.ceil((value + up[0]) * (1 + up[1])) + +-- if value <= 0 then return end +-- local newExp = self.exp + value +-- local level = self.level +-- if level >= #csvdb["adv_levelCsv"] then return end +-- while true do +-- local curData = csvdb["adv_levelCsv"][level] +-- if newExp < curData.exp then break end +-- level = level + 1 +-- newExp = newExp - curData.exp +-- if level >= #csvdb["adv_levelCsv"] then break end +-- end +-- local delta = level - self.level + +-- self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value}) + +-- if delta > 0 then +-- for attr, _ in pairs(AdvAttsEnum) do +-- self:addBaseAttr(attr, self.growth[attr] * delta, 0, true) +-- end +-- self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta}) +-- end +-- self.level = level +-- self.exp = newExp +-- return value +-- end --vtype 0/1 值/% function Player:addBaseAttr(attr, value, vtype, ignoreBack) local attrName = attr @@ -742,7 +742,8 @@ end function Player:getDB() local db = Player.super.getDB(self) - for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do + -- for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do + for _ , field in pairs({"level", "growth", "sp", "spMax"}) do db[field] = self[field] end db["_spMax"] = self._spMax -- libgit2 0.21.2