135 lines
4.5 KiB
Lua
135 lines
4.5 KiB
Lua
|
Shield = Buff:New()
|
|||
|
-- 无敌吸血盾的免疫状态
|
|||
|
local immune0 = function(buff)
|
|||
|
return buff.type == BuffName.Control or buff.isDeBuff or buff.type == BuffName.DOT
|
|||
|
end
|
|||
|
--初始化Buff,通过传入一些自定义参数控制成长相关的数值
|
|||
|
function Shield:SetData(...)
|
|||
|
|
|||
|
self.shieldType, -- 护盾类型(1 固定减伤盾 2 百分比减伤盾 3 无敌盾)
|
|||
|
self.shieldValue, -- 护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
|
|||
|
self.dmgReboundFactor = ... --伤害反弹系数
|
|||
|
self.damageSum = 0 --记录承受的伤害
|
|||
|
self.isBuff = true
|
|||
|
self.atk=nil --每次扣除护盾时,记录破盾的对象
|
|||
|
|
|||
|
self.cover = self.shieldType ~= ShieldTypeName.NormalReduce -- 除固定减伤盾外都不能叠加
|
|||
|
-- 刷新排序等级
|
|||
|
self.sort = 4
|
|||
|
end
|
|||
|
|
|||
|
--初始化后调用一次
|
|||
|
function Shield:OnStart()
|
|||
|
|
|||
|
self.target.shield:Add(self)
|
|||
|
if self.shieldType == ShieldTypeName.AllReduce then
|
|||
|
self.target.buffFilter:Add(immune0)
|
|||
|
-- 清除所有负面buff
|
|||
|
BattleLogic.BuffMgr:ClearBuff(self.target, function (buff)
|
|||
|
return buff.type == BuffName.Control or buff.type == BuffName.Dot
|
|||
|
end)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
|
|||
|
function Shield:OnTrigger()
|
|||
|
|
|||
|
return true
|
|||
|
end
|
|||
|
|
|||
|
-- 计算护盾
|
|||
|
function Shield:CountShield(damage, atkRole)
|
|||
|
self.atk = atkRole
|
|||
|
local finalDamage = 0
|
|||
|
if self.shieldType == ShieldTypeName.NormalReduce then
|
|||
|
|
|||
|
if damage < self.shieldValue then
|
|||
|
self.shieldValue = self.shieldValue - damage
|
|||
|
self.damageSum = self.damageSum + damage
|
|||
|
else
|
|||
|
self.damageSum = self.damageSum + self.shieldValue
|
|||
|
finalDamage = damage - self.shieldValue
|
|||
|
self.shieldValue = 0
|
|||
|
self.disperse = true
|
|||
|
end
|
|||
|
|
|||
|
elseif self.shieldType == ShieldTypeName.RateReduce then
|
|||
|
local reduceDamage = math.floor(BattleUtil.ErrorCorrection(damage * self.shieldValue))
|
|||
|
finalDamage = damage - reduceDamage
|
|||
|
self.damageSum = self.damageSum + reduceDamage
|
|||
|
|
|||
|
elseif self.shieldType == ShieldTypeName.AllReduce then
|
|||
|
finalDamage = 0
|
|||
|
--TODO 计算吸血
|
|||
|
if self.shieldValue ~= 0 then
|
|||
|
local treatValue = math.floor(BattleUtil.ErrorCorrection(damage * self.shieldValue))
|
|||
|
BattleUtil.ApplyTreat(self.target, self.target, treatValue)
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
return finalDamage
|
|||
|
end
|
|||
|
|
|||
|
-- 改变护盾值(固定减伤盾:减伤值 百分比减伤盾:减伤百分比 无敌盾:吸血率)
|
|||
|
function Shield:ChangeShieldValue(type, value)
|
|||
|
-- 计算
|
|||
|
local finalValue = BattleUtil.ErrorCorrection(BattleUtil.CountValue(self.shieldValue, value, type))
|
|||
|
self.shieldValue = finalValue
|
|||
|
-- 发送事件
|
|||
|
self.caster.Event:DispatchEvent(BattleEventName.ShildValueChange, self)
|
|||
|
end
|
|||
|
|
|||
|
--效果结束时调用一次
|
|||
|
function Shield:OnEnd()
|
|||
|
|
|||
|
-- 计算反伤
|
|||
|
if self.shieldType == ShieldTypeName.NormalReduce then
|
|||
|
for i = 1, self.target.shield.size do
|
|||
|
if self.target.shield.buffer[i] == self then
|
|||
|
local arr = RoleManager.Query(function (r) return r.camp ~= self.target.camp end)
|
|||
|
for j = 1, #arr do
|
|||
|
BattleUtil.ApplyDamage(nil, self.target, arr[j], math.floor(self.dmgReboundFactor * self.damageSum))
|
|||
|
end
|
|||
|
self.target.shield:Remove(i)
|
|||
|
break
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
elseif self.shieldType == ShieldTypeName.RateReduce then
|
|||
|
for i = 1, self.target.shield.size do
|
|||
|
if self.target.shield.buffer[i] == self then
|
|||
|
self.target.shield:Remove(i)
|
|||
|
break
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
elseif self.shieldType == ShieldTypeName.AllReduce then
|
|||
|
for i = 1, self.target.shield.size do
|
|||
|
if self.target.shield.buffer[i] == self then
|
|||
|
self.target.shield:Remove(i)
|
|||
|
break
|
|||
|
end
|
|||
|
end
|
|||
|
-- 移除免疫效果
|
|||
|
for i = 1, self.target.buffFilter.size do
|
|||
|
if self.target.buffFilter.buffer[i] == immune0 then
|
|||
|
self.target.buffFilter:Remove(i)
|
|||
|
break
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
--只有当cover字段为true时触发,返回true则被新效果覆盖
|
|||
|
function Shield:OnCover(newBuff)
|
|||
|
|
|||
|
return true
|
|||
|
end
|
|||
|
|
|||
|
-- 比较buff
|
|||
|
function Shield:OnCompare(buff)
|
|||
|
return self.shieldType == buff.shieldType
|
|||
|
end
|
|||
|
|
|||
|
return Shield
|