FalseNoDead = Buff:New() --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 FalseNoDead:SetData(...) self.pro, self.time=... --self.changePro = ... -- buff期间的增伤系数 self.cover = true --控制效果可被覆盖 -- 刷新排序等级 self.sort = 4 self.triggerTime=0 LogError("self.pro==="..self.pro.." self.time=="..self.time) end -- 伤害降低 function FalseNoDead:onPassiveDamaging(func,attacker, damage, skill) if self.triggerTime>=self.time then LogError("22222222222222222") return end LogError("damage=================="..damage) BattleUtil.RandomAction(1,function() local hp=self.target:GetRoleData(RoleDataName.Hp) if damage >= hp then if func then func(hp-1) end self.triggerTime=self.triggerTime+1 end end) end --初始化后调用一次 function FalseNoDead:OnStart() -- self.target.Event:AddEvent(BattleEventName.CheckFalseNoDead, self.onPassiveDamaging, self) 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 FalseNoDead:OnTrigger() return true end --效果结束时调用一次 function FalseNoDead:OnEnd() self.target.Event:RemoveEvent(BattleEventName.CheckFalseNoDead, self.onPassiveDamaging, self) self.triggerTime=0 end --只有当cover字段为true时触发,返回true则被新效果覆盖 function FalseNoDead:OnCover(newBuff) return true end -- 比较buff function FalseNoDead:OnCompare(buff) return true end return FalseNoDead