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) @@ -402,20 +402,20 @@ function _M.advl(role, pms)
402 return "成功" 402 return "成功"
403 end 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 table.insert(helpDes, {"挂机清除" , "idlec"}) 420 table.insert(helpDes, {"挂机清除" , "idlec"})
421 function _M.idlec(role, pms) 421 function _M.idlec(role, pms)
@@ -1936,8 +1936,9 @@ function Adv:enemyDead(enemy, escape) @@ -1936,8 +1936,9 @@ function Adv:enemyDead(enemy, escape)
1936 else 1936 else
1937 self:scoreChange(AdvScoreType.Kill, monsterData.advScore) 1937 self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
1938 end 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 local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK) 1943 local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
1943 if toClick then 1944 if toClick then
@@ -2061,8 +2062,8 @@ function Adv:backBlockChange(roomId, blockId, itemChangeType) @@ -2061,8 +2062,8 @@ function Adv:backBlockChange(roomId, blockId, itemChangeType)
2061 self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType}) 2062 self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
2062 end 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 end 2067 end
2067 2068
2068 function Adv:backTrap() 2069 function Adv:backTrap()
src/adv/AdvBattle.lua
@@ -67,17 +67,17 @@ function Battle:initPlayer() @@ -67,17 +67,17 @@ function Battle:initPlayer()
67 local advAddAttrs = self.adv.owner:getAdvLvAddAttrs() 67 local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
68 68
69 player = {} 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 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100) 78 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
79 player.spMax = player.sp 79 player.spMax = player.sp
80 - player.growth = {} 80 + -- player.growth = {}
81 player.passives = {} 81 player.passives = {}
82 82
83 for slot, heroId in pairs(advTeam.heros) do 83 for slot, heroId in pairs(advTeam.heros) do
@@ -100,8 +100,8 @@ function Battle:initPlayer() @@ -100,8 +100,8 @@ function Battle:initPlayer()
100 player[attrName] = (player[attrName] or 0) + hero[attrName] 100 player[attrName] = (player[attrName] or 0) + hero[attrName]
101 end 101 end
102 player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1) 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 end 105 end
106 106
107 player.hpMax = player.hp or 0 107 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) @@ -20,7 +20,7 @@ Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
20 Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff 20 Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff
21 Buff.CHANGE_DROP = 18 -- 转换掉落 21 Buff.CHANGE_DROP = 18 -- 转换掉落
22 Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技 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 Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击 24 Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击
25 Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记 25 Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记
26 Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知 26 Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知
@@ -304,16 +304,16 @@ local BuffFactory = { @@ -304,16 +304,16 @@ local BuffFactory = {
304 end 304 end
305 end, 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 [Buff.DISABLE_BUFF] = function(_Buff) 318 [Buff.DISABLE_BUFF] = function(_Buff)
319 _Buff._effectValue = function(self) 319 _Buff._effectValue = function(self)
src/adv/AdvPlayer.lua
@@ -577,44 +577,44 @@ end @@ -577,44 +577,44 @@ end
577 577
578 function Player:initData(data) 578 function Player:initData(data)
579 Player.super.initData(self, data) 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 self.growth = data.growth 581 self.growth = data.growth
582 - self.exp = data.exp or 0 582 + -- self.exp = data.exp or 0
583 self.sp = data.sp or 100 583 self.sp = data.sp or 100
584 self.spMax = data.spMax or 100 584 self.spMax = data.spMax or 100
585 self._spMax = data._spMax or 100 585 self._spMax = data._spMax or 100
586 end 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 --vtype 0/1 值/% 618 --vtype 0/1 值/%
619 function Player:addBaseAttr(attr, value, vtype, ignoreBack) 619 function Player:addBaseAttr(attr, value, vtype, ignoreBack)
620 local attrName = attr 620 local attrName = attr
@@ -742,7 +742,8 @@ end @@ -742,7 +742,8 @@ end
742 742
743 function Player:getDB() 743 function Player:getDB()
744 local db = Player.super.getDB(self) 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 db[field] = self[field] 747 db[field] = self[field]
747 end 748 end
748 db["_spMax"] = self._spMax 749 db["_spMax"] = self._spMax