82 lines
2.5 KiB
Lua
82 lines
2.5 KiB
Lua
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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self.recordDamage=0
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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
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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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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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self.recordDamage=self.recordDamage+math.floor(damage*0.1)
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end
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end
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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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--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.Event:AddEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
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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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self.target:SetDeadFilter(false)
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self.target:SetReliveFilter(self.isCanRelive)
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self.target:SetIsCanAddSkill(false)
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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:RemoveEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
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self.target.Event:RemoveEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
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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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self.target:SetDeadFilter(true)
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-- self.target:SetIsCanAddSkill(false)
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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 |