战斗buff
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@ -103,6 +103,7 @@ BattleConst.EFFECT_TYPE = {
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}
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local BUFF_NAME = {
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ATKP_ADD = "atkp_add",
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ATKP_COLOR_ADD = "atkp_color_add",
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ATKP_RED_ADD = "atkp_red_add",
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ATKP_YELLOW_ADD = "atkp_yellow_add",
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@ -127,15 +128,16 @@ local BUFF_NAME = {
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DMG_ADDITION_BLUE_ADD = "dmg_addition_blue_add",
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DMG_ADDITION_PURPLE_ADD = "dmg_addition_purple_add",
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DMG_ADDITION_ALL_ADD = "dmg_addition_all_add",
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ATKP_COLOR_ADD = "atkp_color_add",
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ATKP_RED_ADD = "atkp_red_add",
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ATKP_YELLOW_ADD = "atkp_yellow_add",
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ATKP_GREEN_ADD = "atkp_green_add",
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ATKP_BLUE_ADD = "atkp_blue_add",
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ATKP_PURPLE_ADD = "atkp_purple_add",
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STUN = "stun",
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NORMAL_ATTACK_DEC = "normal_attack_dec",
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NORMAL_ATTACK_ADD = "normal_attack_add",
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BLOCK = "block",
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HPP_ADD = "hpp_add",
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CRIT_ADD = "crit_add",
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CRIT_TIME_ADD = "crit_time_add",
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EXP_TIME_ADD = "exp_time_add",
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CURED_ADD = "cured_add",
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ADD_SKILL = "add_skill",
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}
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BattleConst.BUFF_NAME = BUFF_NAME
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@ -163,12 +165,19 @@ local ATTR_NAME = {
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DMG_ADDITION_GREEN = "dmg_addition_green",
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DMG_ADDITION_BLUE = "dmg_addition_blue",
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DMG_ADDITION_PURPLE = "dmg_addition_purple",
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DMG_ADDITION_ALL = "dmg_addition_all"
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DMG_ADDITION_ALL = "dmg_addition_all",
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NORMAL_ATTACK_COUNT = "normal_attack_count",
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BLOCK = "block",
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CRIT = "crit",
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CRIT_TIME = "crit_time",
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EXP_TIME = "exp_time",
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CURE_ADDITION = "cure_addition",
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}
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BattleConst.ATTR_NAME = ATTR_NAME
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-- buff->{属性名,是否按百分比乘法加成}
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BattleConst.BUFF_NAME_TO_ATTR = {
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[BUFF_NAME.ATKP_ADD] = {ATTR_NAME.ATK, true},
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[BUFF_NAME.ATKP_RED_ADD] = {ATTR_NAME.ATK_RED, true},
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[BUFF_NAME.ATKP_YELLOW_ADD] = {ATTR_NAME.ATK_YELLOW, true},
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[BUFF_NAME.ATKP_GREEN_ADD] = {ATTR_NAME.ATK_GREEN, true},
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@ -192,6 +201,11 @@ BattleConst.BUFF_NAME_TO_ATTR = {
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[BUFF_NAME.DMG_ADDITION_BLUE_ADD] = {ATTR_NAME.DMG_ADDITION_BLUE, false},
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[BUFF_NAME.DMG_ADDITION_PURPLE_ADD] = {ATTR_NAME.DMG_ADDITION_PURPLE, false},
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[BUFF_NAME.DMG_ADDITION_ALL_ADD] = {ATTR_NAME.DMG_ADDITION_ALL, false},
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[BUFF_NAME.BLOCK] = {ATTR_NAME.BLOCK, false},
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[BUFF_NAME.CRIT_ADD] = {ATTR_NAME.CRIT, false},
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[BUFF_NAME.CRIT_TIME_ADD] = {ATTR_NAME.CRIT_TIME, false},
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[BUFF_NAME.EXP_TIME_ADD] = {ATTR_NAME.EXP_TIME, false},
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[BUFF_NAME.CURED_ADD] = {ATTR_NAME.CURE_ADDITION, false},
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}
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---- 格子类型
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@ -37,6 +37,9 @@ function BattleUnitComp:_initBase()
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self.currAttackKeyTime = 0
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self.isPlayHurt = 0
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self.attackDurationMap = {}
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self.buffList = {}
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self.sameBuffCount = {}
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self.shieldBuffList = {}
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self.currState = UNIT_STATE.INIT
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end
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@ -82,13 +85,20 @@ end
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function BattleUnitComp:useNormalSkill(count, callback)
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self.baseObject:getTransform():SetAsLastSibling()
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self.actionOverCallback = callback
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self.normalSkillCount = count
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self.normalSkillCount = count + self.unitEntity:getNormalAttackCount()
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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self.actionOverCallback = nil
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callback()
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end
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end
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function BattleUnitComp:addShield(num, buffEffect)
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if buffEffect then
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table.insert(self.shieldBuffList, buffEffect)
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end
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self.unitEntity:addShield(num)
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end
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function BattleUnitComp:changeState(state)
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if self.currState == state and not self:repeatCurrState() then
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return false
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@ -267,6 +277,22 @@ function BattleUnitComp:updateNormalAttack(dt)
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end
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end
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function BattleUnitComp:addBuff(buffEffect)
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table.insert(self.buffList, buffEffect)
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self:updateBuffState(buffEffect.buff, 1)
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end
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function BattleUnitComp:updateBuffState(buff, num)
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local buffName = buff:getName()
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local buffNum = (self.sameBuffCount[buffName] or 0) + num
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self.sameBuffCount[buffName] = buffNum
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-- if buffNum > 0 and buffNum == num then
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-- self:showBuffFx(buffName, buff:getBuffFxId())
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-- elseif buffNum <= 0 then
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-- self:hideBuffFx(buffName)
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-- end
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end
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function BattleUnitComp:onSkillTakeEffect(skill)
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local effectList = skill:getEffectList()
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if effectList == nil then
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@ -308,7 +334,7 @@ function BattleUnitComp:takeEffect(buff, target)
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end
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local func = BattleBuffHandle.takeBuffEffect[buff:getBuffType()]
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if func then
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local result = func(self, buff, target)
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local result = func(self, buff, target, buffEffect)
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if buffEffect then
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buffEffect.result = result
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end
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@ -58,9 +58,18 @@ BattleBuffHandle.addAttribute = {
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target.unitEntity:addAttr(ATTR_NAME.ATK_BLUE, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_PURPLE, num, true)
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end,
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[BUFF_NAME.NORMAL_ATTACK_DEC] = function(target, num)
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target.unitEntity:addAttr(ATTR_NAME.NORMAL_ATTACK_COUNT, -num, false)
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end,
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[BUFF_NAME.NORMAL_ATTACK_ADD] = function(target, num)
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target.unitEntity:addAttr(ATTR_NAME.NORMAL_ATTACK_COUNT, num, false)
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end,
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[BUFF_NAME.HPP_ADD] = function(target, num)
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target.unitEntity:addMaxHp(num)
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end,
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}
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local function _takeEffectDirectHurt(unitComp, buff, target)
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local function _takeEffectDirectHurt(unitComp, buff, target, buffEffect)
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local damage, hurtStatus = BattleFormula:getDamageOrCureResult(unitComp, buff, target)
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if damage <= 0 then
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damage = -1
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@ -71,11 +80,11 @@ local function _takeEffectDirectHurt(unitComp, buff, target)
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return damage
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end
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local function _takeEffectDot(unitComp, buff, target)
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local function _takeEffectDot(unitComp, buff, target, buffEffect)
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return true
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end
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local function _takeEffectDirectCure(unitComp, buff, target)
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local function _takeEffectDirectCure(unitComp, buff, target, buffEffect)
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local cure, hurtStatus = BattleFormula:getDamageOrCureResult(unitComp, buff, target)
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if cure < 0 then -- 加血不能是负数
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cure = 0
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@ -84,11 +93,11 @@ local function _takeEffectDirectCure(unitComp, buff, target)
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return cure
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end
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local function _takeEffectHot(unitComp, buff, target)
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local function _takeEffectHot(unitComp, buff, target, buffEffect)
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return true
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end
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local function _takeEffectAttr(unitComp, buff, target)
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local function _takeEffectAttr(unitComp, buff, target, buffEffect)
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local buffName = buff:getName()
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local attr = BUFF_NAME_TO_ATTR[buffName]
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if attr then
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@ -102,12 +111,14 @@ local function _takeEffectAttr(unitComp, buff, target)
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return nil
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end
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local function _takeEffectControl(unitComp, buff, target)
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target:addLimit(buff:getName())
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local function _takeEffectControl(unitComp, buff, target, buffEffect)
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target.unitEntity:addLimit(buff:getName())
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return true
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end
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local function _takeEffectShield(unitComp, buff, target)
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local function _takeEffectShield(unitComp, buff, target, buffEffect)
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local shieldNum = target.unitEntity:getMaxHp() * buff:getEffectNum() // DEFAULT_FACTOR
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target:addShield(shieldNum, buffEffect)
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return true
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end
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@ -141,7 +152,7 @@ local function _removeEffectAttr(buffSender, target, buff, buffEffect)
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end
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local function _removeEffectControl(buffSender, target, buff, buffEffect)
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target:removeLimit(buff:getName())
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target.unitEntity:removeLimit(buff:getName())
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end
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-- buff移除时的效果
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@ -3,19 +3,29 @@ local BattleConst = require "app/module/battle/battle_const"
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local BattleBuffSpecial = {}
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local BUFF_NAME = BattleConst.BUFF_NAME
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local ATTR_NAME = BattleConst.ATTR_NAME
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local ATTR_NAME = BattleConst.ATTR_NAM
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local function _addSkillOn(unitComp, buff, target, buffEffect)
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return 1
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end
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local function _addSkillOff(buffSender, target, buff, buffEffect)
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return 1
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end
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local _handleOn = {
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[BUFF_NAME.ADD_SKILL] = _addSkillOn, -- 添加技能
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}
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local _handleOff = {
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[BUFF_NAME.ADD_SKILL] = _addSkillOff, -- 添加技能
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}
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-- 特殊buff添加时
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function BattleBuffSpecial.specialBuffOn(unitComp, buff, target)
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function BattleBuffSpecial.specialBuffOn(unitComp, buff, target, buffEffect)
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local func = _handleOn[buff:getName()]
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if func then
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return func(unitComp, buff, target)
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return func(unitComp, buff, target, buffEffect)
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end
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return 0
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end
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@ -9,6 +9,8 @@ local MATCH_DMG_ADDITION_NAME = BattleConst.MATCH_DMG_ADDITION_NAME
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local MATCH_DMG_DEC_NAME = BattleConst.MATCH_DMG_DEC_NAME
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local MATCH_WEAKNESS_NAME = BattleConst.MATCH_WEAKNESS_NAME
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local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
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local BUFF_NAME = BattleConst.BUFF_NAME
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local ATTR_NAME = BattleConst.ATTR_NAME
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function BattleTeamEntity:ctor()
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self.members = {}
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@ -20,6 +22,9 @@ function BattleTeamEntity:init(side, data)
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self.baseAttr = {}
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self.attr = {}
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self.isDead = false
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self.stunCount = 0
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self.limitAll = 0
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self.shieldHp = 0
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if data then
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table.sort(data.units, function(a, b)
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if a.level == b.level then
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@ -140,6 +145,34 @@ function BattleTeamEntity:getCureAddition()
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return self.attr.cure_addition or 0
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end
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function BattleTeamEntity:getNormalAttackCount()
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return self.attr[ATTR_NAME.NORMAL_ATTACK_COUNT] or 0
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end
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function BattleTeamEntity:addMaxHp(num)
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local percent = self.attr.hp / self.attr.max_hp
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self.attr.max_hp = self.attr.max_hp + self.baseAttr.max_hp * num // DEFAULT_FACTOR
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self.attr.hp = self.attr.max_hp * percent // DEFAULT_FACTOR
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end
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function BattleTeamEntity:addLimit(name)
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if name == BUFF_NAME.STUN then
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self.stunCount = self.stunCount + 1
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end
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self.limitAll = self.limitAll + 1
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end
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function BattleTeamEntity:removeLimit(name)
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if name == BUFF_NAME.STUN then
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self.stunCount = self.stunCount - 1
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end
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self.limitAll = self.limitAll - 1
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end
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function BattleTeamEntity:addShield(num)
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self.shieldHp = self.shieldHp + num
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end
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function BattleTeamEntity:takeDamageOrCure(num)
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if num < 0 then -- 是伤害的话处理一下护盾
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num = self:handleShield(num)
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@ -164,9 +197,6 @@ function BattleTeamEntity:takeDamageOrCure(num)
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end
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function BattleTeamEntity:handleShield(damageNum)
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if self.shieldHp == nil then
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return damageNum
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end
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self.shieldHp = self.shieldHp + damageNum
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if self.shieldHp >= 0 then
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return 0
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@ -89,4 +89,24 @@ function BattleUnitEntity:getCureAddition()
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return self.team:getCureAddition()
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end
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function BattleUnitEntity:getNormalAttackCount()
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return self.team:getNormalAttackCount()
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end
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function BattleUnitEntity:addLimit(name)
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self.team:addLimit(name)
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end
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function BattleUnitEntity:removeLimit(name)
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self.team:removeLimit(name)
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end
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function BattleUnitEntity:addShield(num)
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self.team:addShield(num)
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end
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function BattleUnitEntity:addMaxHp(num)
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self.team:addMaxHp(num)
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end
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return BattleUnitEntity
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