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- local monsterConfig = require("excel.monster")
- local RoleAttr = require("role.RoleAttr")
- local RoleDefine = require("role.RoleDefine")
- local BattleMonsterExcel = require("excel.battlemonster")
- local BattleMonsterExcel2 = require("excel.battlemonster2")
- -- 创建一个怪物grid
- function createMonsterObj(monsterId, attrId, refreshData, deleteData)
- local monsterCfg = monsterConfig.monster[monsterId] or BattleMonsterExcel.monster[monsterId] or BattleMonsterExcel2.monster[monsterId]
- if not monsterCfg then
- --assert(nil, "not monster id "..id)
- return
- end
- local Obj = {}
- --暂时加这些,后续有需要再加
- Obj.id = monsterId
- Obj.lv = 1
- Obj.quality = 0
- Obj.power = 0
- Obj.star = monsterCfg.star or 0
- Obj.icon = monsterCfg.head or 0
- Obj.camp = monsterCfg.camp or 0
- Obj.body = monsterCfg.body or 0
- Obj.head = monsterCfg.head or 0
- for k, v in pairs(refreshData or {}) do
- Obj[k] = v
- end
- for key in pairs(deleteData or {}) do
- Obj[key] = nil
- end
- local attrs = RoleAttr.calcMonsterConf(monsterId, attrId)
- Obj.power = attrs[RoleDefine.ZHANDOULI]
- return Obj
- end
- -- 根据monsterOutID创建怪物obj List
- function createMonsterObjListByMonsterOutID(monsterOutID)
- if not monsterOutID then return end
- local singleCfg = monsterConfig.monsterOut[monsterOutID] or BattleMonsterExcel.monsterOut[monsterOutID] or BattleMonsterExcel2.monsterOut[monsterOutID]
- local member = singleCfg.member
- local attrIds = singleCfg.attrID
- local objList = {}
- for k, v in ipairs(member) do
- local monsterID = v[1]
- local monsterLv = v[2]
- local attrId = attrIds[k]
- local refreshData = {lv = monsterLv}
- local obj = createMonsterObj(monsterID, attrId, refreshData)
- objList[k] = obj
- end
- return objList
- end
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