2021-04-20 13:58:00 +08:00
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NoDead = Buff:New()
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2020-05-09 13:31:21 +08:00
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function NoDead:SetData(...)
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self.damageFactor,
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self.factorCT,
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2021-12-02 17:42:31 +08:00
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self.isCanRelive,
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self.pro,
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2021-12-03 17:17:47 +08:00
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self.v1,
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self.changePro = ... -- buff期间的增伤系数
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2020-05-09 13:31:21 +08:00
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self.cover = true --控制效果可被覆盖
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-- 刷新排序等级
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self.sort = 4
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2021-06-16 10:27:56 +08:00
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self.recordDamage=0
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2020-05-09 13:31:21 +08:00
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end
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-- 伤害降低
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function NoDead:onPassiveDamaging(func, target, damage, skill)
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if skill and skill.type == BattleSkillType.Special then
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local dd = BattleUtil.CountValue(damage, self.damageFactor, self.factorCT) - damage
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2021-06-16 10:27:56 +08:00
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if func then
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func(-math.floor(BattleUtil.ErrorCorrection(dd))-self.recordDamage)
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end
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end
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end
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-- 记录承受伤害
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function NoDead:OnRoleBeHit(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
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2021-06-17 14:12:34 +08:00
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if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill ) and atkRole.camp~=self.target.camp then
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2021-12-08 10:30:18 +08:00
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if self.changePro==nil then
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self.changePro=0.1
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end
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2021-12-03 17:17:47 +08:00
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self.recordDamage=self.recordDamage+math.floor(damage*self.changePro)
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2020-05-09 13:31:21 +08:00
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end
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end
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2021-06-17 14:12:34 +08:00
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function NoDead:OnSkillCastEnd(skill)
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if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra ) then
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self.recordDamage=0
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end
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end
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2020-05-09 13:31:21 +08:00
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--初始化后调用一次
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function NoDead:OnStart()
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--
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self.target.Event:AddEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
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2021-06-17 14:12:34 +08:00
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self.target.Event:AddEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
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2021-06-16 10:27:56 +08:00
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if self.target.star>=11 then
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self.target.Event:AddEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
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end
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2020-05-09 13:31:21 +08:00
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self.target:SetDeadFilter(false)
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self.target:SetReliveFilter(self.isCanRelive)
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2020-06-03 19:09:01 +08:00
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self.target:SetIsCanAddSkill(false)
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2020-05-09 13:31:21 +08:00
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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function NoDead:OnTrigger()
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return true
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end
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--效果结束时调用一次
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function NoDead:OnEnd()
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2021-06-16 10:27:56 +08:00
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self.target.Event:RemoveEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
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2021-06-17 14:12:34 +08:00
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self.target.Event:RemoveEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
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2021-06-16 10:27:56 +08:00
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if self.target.star>=11 then
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self.target.Event:RemoveEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
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end
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--self.target.Event
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2021-12-08 10:30:18 +08:00
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if self.pro==nil then
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self.pro=0
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end
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2021-12-02 17:42:31 +08:00
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local isRand=BattleUtil.RandomAction(self.pro,function()
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RoleManager.RemoveDeadRole(self.target)
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self.target.isDead=false
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self.target.isRealDamage=false
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local addHp= math.floor(self.target:GetRoleData(RoleDataName.MaxHp)*self.v1)
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self.target.data:AddValue(RoleDataName.Hp,addHp)
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self.target:SetIsCanAddSkill(true)
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self.target:SetDeadFilter(true)
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end)
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if not isRand then
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self.target:SetDeadFilter(true)
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end
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2020-06-03 19:09:01 +08:00
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-- self.target:SetIsCanAddSkill(false)
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2020-05-09 13:31:21 +08:00
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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function NoDead:OnCover(newBuff)
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return true
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end
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-- 比较buff
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function NoDead:OnCompare(buff)
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return true
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end
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2020-06-23 18:36:24 +08:00
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return NoDead
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