PropertyChange = 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 PropertyChange:SetData(...) self.propertyName, self.Value, self.changeType, self.propertyChangeType = ... --< 属性状态 self.cover = false -- self.layer = 1 self.maxLayer = 0 self.probability = 0 --< 特殊概率 self.probaFrozenFix = 0 --< 冰封结界修订参数 -- LogError("propertyName "..self.propertyName.." changeType"..self.changeType.." propertyChangeType"..self.propertyChangeType) if self.changeType == 1 then --加算 self.isBuff = true if self.Value < 0 then self.isBuff =false self.isDeBuff = true else self.isBuff=true self.isDeBuff=false end elseif self.changeType == 2 then --乘加算(百分比属性加算) self.isBuff = true self.isDeBuff =false elseif self.changeType == 3 then --减算 self.isDeBuff = true if self.Value < 0 then self.isDeBuff =false self.isBuff = true else self.isBuff =false self.isDeBuff=true end elseif self.changeType == 4 then --乘减算(百分比属性减算) self.isDeBuff = true self.isBuff =false end -- 刷新排序等级 self.sort = 4 self.isEveryRound = false end --初始化后调用一次 function PropertyChange:OnStart() BattleLogManager.Log( "propstart", "self.propertyName:",self.propertyName ) if self.changeType == 1 then --加算 self.delta = self.target.data:AddValue(self.propertyName, self.Value) elseif self.changeType == 2 then --乘加算(百分比属性加算) self.delta = self.target.data:AddPencentValue(self.propertyName, self.Value) elseif self.changeType == 3 then --减算 self.delta = self.target.data:SubValue(self.propertyName, self.Value) elseif self.changeType == 4 then --乘减算(百分比属性减算) self.delta = self.target.data:SubPencentValue(self.propertyName, self.Value) end --> 4 冰封结界(修改22攻击加成,如果BUFF自然消失50%概率在下回合开始直接对其冰冻1回合) if self.propertyName == RoleDataName.AttackAddition and self.propertyChangeType == PropertyChangeType.Icebound then self.probability = 0.5 local OnBuffPropertyChangeIcebound = function(_probability) self.probability = self.probability - _probability if self.probability + self.probaFrozenFix >= 1 then self.disperse = true BattleUtil.RandomControl(1, ControlType.Frozen, self.caster, self.target, 1) end end self.target.Event:AddEvent(BattleEventName.BuffPropertyChangeIcebound, OnBuffPropertyChangeIcebound) 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 PropertyChange:OnTrigger() if self.isEveryRound then self:OnStart() end return true end --效果结束时调用一次 --> isPass 是否过期调用 function PropertyChange:OnEnd(isPass) if self.changeType == 3 or self.changeType == 4 then self.target.data:AddValue(self.propertyName, self.delta) else self.target.data:SubDeltaValue(self.propertyName, self.delta) end --> 冰封触发冰冻 4 冰封结界(修改22攻击加成,如果BUFF自然消失50%概率在下回合开始直接对其冰冻1回合) if isPass and self.propertyName == RoleDataName.AttackAddition and self.propertyChangeType == PropertyChangeType.Icebound then BattleUtil.RandomControl(self.probability + self.probaFrozenFix, ControlType.Frozen, self.caster, self.target, 1) end end --只有当Cover字段为true时触发,返回true则被新效果覆盖 function PropertyChange:OnCover(newBuff) local b = self:OnCompare(newBuff) if b then if newBuff.maxLayer == 0 then newBuff.layer = newBuff.layer + self.layer newBuff.Value = newBuff.Value + self.Value else if self.layer < newBuff.maxLayer then newBuff.Value = newBuff.Value + self.Value else newBuff.Value = self.Value end newBuff.layer = math.min(newBuff.layer + self.layer, newBuff.maxLayer) end end return b end -- 不叠加增加数量 -- 只有当Cover字段为true时触发,返回true则被新效果覆盖 且数值不会叠加 -- 仅在层数一样的时候 function PropertyChange:SetAsOnly(maxlayerid) if self.isCover then self.layer=maxlayerid end end -- 比较buff function PropertyChange:OnCompare(buff) return self.changeType == buff.changeType and self.propertyName == buff.propertyName and self.duration == buff.duration and self.propertyChangeType == buff.propertyChangeType end return PropertyChange