2020-05-09 13:31:21 +08:00
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NoDead = Buff:New()
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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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self.isCanRelive = ... -- buff期间的增伤系数
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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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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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if func then func(-math.floor(BattleUtil.ErrorCorrection(dd))) end
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end
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end
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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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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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self.target.Event:AddEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
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self.target:SetDeadFilter(true)
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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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return NoDead
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