--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("系统接口", package.seeall) --获得有效值 function get_valid_t( _t ) local t = {} local len = table.getn(_t) for i=1, len do if nil ~= _t[i] then t[ table.getn(t) + 1] = _t[i] end end return t end --索引管理 function new_index_manager() local t_index = {} local public = {} --创建索引 function public.create_index() for i=1, 9999999 do if nil == t_index[i] then t_index[i] = 1 return i end end myPrint("索引资源用尽", 1) return nil end --索引是否有效 function public.is_valid_index( _index ) if nil ~= t_index[_index] then return true end return false end --删除索引 function public.delete_index( _index ) t_index[_index] = nil end return public end --1:N绑定器 function new_map_for_1_and_N() local left_set = {} local right_set = {} local public = {} --绑定索引和UID( 1:N ) function public.bind_left_and_right( _left, _right ) if nil == left_set[_left] then left_set[_left] = {} end local len = table.getn(left_set[_left]) for i=1, len do if left_set[_left][i] == _right then return end end left_set[_left][table.getn(left_set[_left])+1] = _right right_set[_right] = _left end --清除绑定 function public.clear_left_and_right( _left ) local t_right = public.get_t_map_by_fb_buf_index( _left ) local len = table.getn( t_right ) for i=1, len do right_set[ t_right[i] ] = nil end left_set[_left] = nil end --清除绑定 function public.clear_right( _left, _right ) right_set[_right] = nil local t_right = left_set[_left] local len = table.getn( t_right ) for i=1, len do if t_right[i] == _right then t_right[i] = nil end end end --通过left获得rigth表 function public.get_t_right_by_left( _left ) return get_valid_t( left_set[_left] ) end --通过right获得left function public.get_left_by_right( _right ) return right_set[ _right ] end return public end --buf绑定器(用于把类的实现内容弱耦合的分拆成多个模块独立完成) function new_map_for_index_to_buf( _sign ) local index_set = {} local public = {} --获得绑定者标识 function public.get_sign() return _sign end --绑定buf function public.bind_index_to_buf( _index, _buf ) index_set[ _index ] = _buf end --清除绑定 function public.clear_index_to_buf( _index ) index_set[_index] = nil end --通过left获得rigth表 function public.get_buf( _index ) return index_set[ _index ] end return public end --常用绑定者 g_type_binder = new_map_for_index_to_buf( "type" ) function new_binder(_uid, _buf_type_binder, _buf_obj) --绑定操作类型 g_type_binder.bind_index_to_buf(_uid, _buf_type_binder.get_uid() ) --绑定操作对象 _buf_type_binder.bind_index_to_buf(_uid, _buf_obj) return _uid end function find_t_buf_by_type( _container, _index, _buf_type ) local t_right = _container.get_t_right_by_left( _index ) local ret = {} local len = table.getn( t_right ) for i=1, len do if g_type_binder.get_buf( t_right[i] ) == _buf_type then ret[ table.getn(ret) + 1] = t_right[i] end end return ret end --table转字符串 function sz_T2S(_table) local szLua = "" local t = type(_table) if t == "number" then szLua = szLua .. _table elseif t == "boolean" then szLua = szLua .. tostring(_table) elseif t == "string" then szLua = szLua .. string.format("%q", _table) elseif t == "table" then szLua = szLua .. "{" for k, v in pairs(_table) do szLua = szLua .. "[" .. sz_T2S(k) .. "]=" .. sz_T2S(v) .. "," end local metatable = getmetatable(_table) if metatable ~= nil and type(metatable.__index) == "table" then for k, v in pairs(metatable.__index) do szLua = szLua .. "[" .. sz_T2S(k) .. "]=" .. sz_T2S(v) .. "," end end szLua = szLua .. "}" elseif t == "nil" then return {} end return szLua end --提供绑定数据的函数 function clk_bind_data( t_par ) local function do_clk_bind_data() if nil == t_par then return nil end local len = table.getn( t_par ) if 0 == len then return nil elseif 1 == len then return t_par[1] elseif 2 == len then return t_par[1], t_par[2] elseif 3 == len then return t_par[1], t_par[2], t_par[3] elseif 4 == len then return t_par[1], t_par[2], t_par[3], t_par[4] elseif 5 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5] elseif 6 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6] elseif 7 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7] elseif 8 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8] elseif 9 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9] elseif 10 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10] elseif 11 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11] elseif 12 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12] elseif 13 == len then return t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12], t_par[13] else myPrint("clk_bind_data",1) -------------------------------------------------------- return nil end end return do_clk_bind_data end --提供绑定函数和相关参数的 function clk_bind_fun_data( _fun, t_par ) local function do_clk_bind_fun_data() if nil == _fun then myPrint("clk_bind_fun_data fun is nil", 1) return true end if nil == t_par then return _fun() end local len = table.getn( t_par ) if 0 == len then return _fun() elseif 1 == len then return _fun(t_par[1]) elseif 2 == len then return _fun(t_par[1], t_par[2]) elseif 3 == len then return _fun(t_par[1], t_par[2], t_par[3]) elseif 4 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4]) elseif 5 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5]) elseif 6 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6]) elseif 7 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7]) elseif 8 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8]) elseif 9 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9]) elseif 10 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10]) elseif 11 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11]) elseif 12 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12]) elseif 13 == len then return _fun(t_par[1], t_par[2], t_par[3], t_par[4], t_par[5], t_par[6], t_par[7], t_par[8], t_par[9], t_par[10], t_par[11], t_par[12], t_par[13]) else myPrint("clk_bind_fun_data实现",1) -------------------------------------------------------- return true end end return do_clk_bind_fun_data end
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("事件机", package.seeall) --查找obj位置 function find_obj_pos(_t, _p) local len = table.getn( _t ) for i=1, len do if _t[i] == _p then return i end end return nil end --否决事件监听 function new_vote_evt_listener() local public = {} function public.on_vote( _t_evt ) myPrint("未实现 new_vote_evt_listener", 1) return false end return public end --执行消息监听 function new_action_evt_listener() local public = {} function public.on_action( _t_evt ) myPrint("未实现 new_action_evt_listener", 1) end return public end --完毕消息监听 function new_response_evt_listener() local public = {} function public.on_response( _t_evt ) myPrint("未实现 new_response_evt_listener", 1) end return public end --消息处理机 function new_evt_server() local function new_event_map() local this_public = {} this_public.map = {} function this_public.add_listener(_evt_iid, _p_recv) if nil == this_public.map[_evt_iid] then this_public.map[_evt_iid] = {} end local t = this_public.map[_evt_iid] if nil == find_obj_pos(t, _p_recv) then t[ table.getn(t) + 1 ] = _p_recv end end function this_public.remove_listener(_evt_iid, _p_recv) if nil ~= this_public.map[_evt_iid] then local t = this_public.map[_evt_iid] local id = find_obj_pos(t, _p_recv) if nil ~= id then local len = table.getn(t) t[id] = t[len] t[len] = nil end if table.getn(t) <= 0 then this_public.map[_evt_iid] = nil end end end function this_public.clear() this_public.map = {} end return this_public end local public = {} public.vote_map = new_event_map() public.action_map = new_event_map() public.response_map = new_event_map() function public.clear() public.vote_map.clear() public.action_map.clear() public.response_map.clear() end function public.dispatch_evt( _evt_iid, _t_evt ) --记录当前服,用于回复消息 _t_evt.from_evt_svr = public --否决 if nil ~= public.vote_map.map[ _evt_iid ] then local t = public.vote_map.map[ _evt_iid ] local len = table.getn( t ) for i=1, len do if t[i].on_vote( _t_evt ) then return end end end --触发 if nil ~= public.action_map.map[ _evt_iid ] then local t = public.action_map.map[ _evt_iid ] local len = table.getn( t ) for i=1, len do t[i].on_action( _t_evt ) end end --完毕 if nil ~= public.response_map.map[ _evt_iid ] then local t = public.response_map.map[ _evt_iid ] local len = table.getn( t ) for i=1, len do t[i].on_response( _t_evt ) end end end return public end
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("角色数据", package.seeall) PACK_GameAPI = require"系统接口" function new_skill( _iid, _uid, _skill_lvl, _x, _y ) local public = { iid = _iid, --IID uid = _uid, --UID skill_lvl = _skill_lvl, --技能等级 } return public end g_skill_binder = PACK_GameAPI.new_map_for_index_to_buf("skill") --玩家实体 function new_role( _iid, _uid, _x, _y ) local public = { iid = _iid, --IID uid = _uid, --UID life_max = 100, --最大生命值 life_cur = 100, --当前生命值 is_dizzy = false, --眩晕状态 dodge_pro = 20, --闪避率 ATK = 50, --攻击力 DFD = 10, --防守力 pos_x = _x, --坐标x pos_y = _y, --坐标y STATE_SIGN = {}, --状态标示 } return public end g_role_binder = PACK_GameAPI.new_map_for_index_to_buf("role")
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("技能定义", package.seeall) PACK_ROLE_DATA = require"角色数据" --技能声明 G_User_Skill_define = {} G_User_Skill_define["普通攻击"] = "普通攻击" G_User_Skill_define["魔法箭"] = "魔法箭" G_User_Skill_define["命令光环"] = "命令光环" G_User_Skill_define["恐怖"] = "恐怖" G_User_Skill_define["移形换位"] = "移形换位" --常用辅助参数生成器 function fun_get_lvl_val( _lvl1_val, _lvl2_val, _lvl3_val, _lvl4_val ) local function do_fun_get_lvl_val( _skill_entity ) local buf = PACK_ROLE_DATA.g_skill_binder.get_buf( _skill_entity.skill_uid ) if 1 == buf.skill_lvl then return _lvl1_val elseif 2 == buf.skill_lvl then return _lvl2_val elseif 3 == buf.skill_lvl then return _lvl3_val elseif 4 == buf.skill_lvl then return _lvl4_val end return 0 end return do_fun_get_lvl_val end
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("技能", package.seeall) PACK_EvtSvr = require"事件机" PACK_GameAPI = require"系统接口" PACK_ROLE_DATA = require"角色数据" PACK_Skill_Define = require"技能定义" --距离触发器 function new_distance_tgr(_from_role_uid, _to_role_uid, _distance, _is_hit, _fun_callback) local is_hit = true local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _from_role_uid ) if nil == from_buf then is_hit = false end local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _to_role_uid ) if nil == to_buf then is_hit = false end local dx = (from_buf.pos_x - to_buf.pos_x) * (from_buf.pos_x - to_buf.pos_x) local dy = (from_buf.pos_y - to_buf.pos_y) * (from_buf.pos_y - to_buf.pos_y) if dx + dy > _distance*_distance then is_hit = false end if is_hit == _is_hit then _fun_callback(_from_role_uid, _to_role_uid) print("删除触发器") end end --技能服 skill_svr = PACK_EvtSvr.new_evt_server() --技能实体 function new_skill_entity( _skill_uid, _from_role_uid, _to_t_role_uid ) local public = { skill_uid = _skill_uid, from_role_uid = _from_role_uid, to_t_role_uid = _to_t_role_uid } return public end --执行 function do_module( _evt_iid ) local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) print("执行指令[" .. _evt_iid .. "]" ) return true end skill_svr.action_map.add_listener(_evt_iid, public) return public end --是否闪避 function is_dest_dodge_module( _evt_iid ) local public = PACK_EvtSvr.new_vote_evt_listener() function public.on_vote( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local pro = math.random(1,100) if pro <= buf.dodge_pro then print("实体[" .. _skill_entity.to_t_role_uid .. "]闪避" ) return true end return false end skill_svr.vote_map.add_listener(_evt_iid, public) return public end --执行眩晕 function do_dest_dizzy_module( _evt_iid, _fun_get_dizzy_time ) local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) buf.is_dizzy = true --这里会用单例模式开启一个倒时间以关掉眩晕,同时实际晕的时间会取调用时间参数的并集。 --不然先打一个4S的晕,再打一个1.5s的晕,结果只算晕1.5s,那是好奇怪的 --计时器暂时先不实现 print("实体[" .. _skill_entity.to_t_role_uid .. "]眩晕" .. _fun_get_dizzy_time( _skill_entity ) .. "s" ) return true end skill_svr.action_map.add_listener(_evt_iid, public) return public end --执行伤害 function do_dest_hurt_module( _evt_iid, _fun_get_hurt_val ) local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local val = _fun_get_hurt_val( _skill_entity ) print("实体[" .. _skill_entity.to_t_role_uid .. "]受伤" .. val ) buf.life_cur = buf.life_cur - _fun_get_hurt_val( _skill_entity ) if buf.life_cur < 0 then buf.life_cur = 0 end end skill_svr.action_map.add_listener(_evt_iid, public) return public end --攻击力加成 function do_dest_ATK_module( _evt_iid, _fun_get_ATK_val, _distance ) --增加攻击力 local function fun_add_ATK_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.ATK = role_buf.ATK + _val end --减少攻击力 local function fun_del_ATK_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.ATK = role_buf.ATK - _val end local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local val = buf.ATK*_fun_get_ATK_val( _skill_entity ) print("实体[" .. _skill_entity.to_t_role_uid .. "]攻击加成" .. val ) fun_add_ATK_by_times(_skill_entity, val) new_distance_tgr(_skill_entity.from_role_uid, _skill_entity.to_t_role_uid, _distance, false, PACK_GameAPI.clk_bind_fun_data(fun_del_ATK_by_times, {_skill_entity, val})) end skill_svr.action_map.add_listener(_evt_iid, public) return public end --攻击力加成 function do_dest_ATK_limit_time_module( _evt_iid, _fun_get_ATK_val, _time ) --增加攻击力 local function fun_add_ATK_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.ATK = role_buf.ATK + _val end --减少攻击力 local function fun_del_ATK_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.ATK = role_buf.ATK - _val end local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local val = buf.ATK*_fun_get_ATK_val( _skill_entity ) print("实体[" .. _skill_entity.to_t_role_uid .. "]攻击加成" .. val ) fun_add_ATK_by_times(_skill_entity, val) --计时器暂时先不实现 end skill_svr.action_map.add_listener(_evt_iid, public) return public end --防守力加成 function do_dest_DFD_limit_time_module( _evt_iid, _fun_get_DFD_val, _time ) --增加防守力 local function fun_add_DFD_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.DFD = role_buf.DFD + _val end --减少防守力 local function fun_del_DFD_by_times(_skill_entity, _val) local role_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) role_buf.DFD = role_buf.DFD - _val end local public = PACK_EvtSvr.new_action_evt_listener() function public.on_action( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local val = _fun_get_DFD_val( _skill_entity ) print("实体[" .. _skill_entity.to_t_role_uid .. "]防守加成" .. val ) fun_add_DFD_by_times(_skill_entity, val) --计时器暂时先不实现 end skill_svr.action_map.add_listener(_evt_iid, public) return public end --换位置 function do_src_dest_swap_pos_module( _evt_iid, _fun_get_distance ) local public_vote = PACK_EvtSvr.new_vote_evt_listener() function public_vote.on_vote( _skill_entity ) local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid ) local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) local dx = (from_buf.pos_x - to_buf.pos_x) * (from_buf.pos_x - to_buf.pos_x) local dy = (from_buf.pos_y - to_buf.pos_y) * (from_buf.pos_y - to_buf.pos_y) local distance = _fun_get_distance(_skill_entity) if dx + dy > distance*distance then print("交换位置失败" ) return true end return false end local public_act = PACK_EvtSvr.new_action_evt_listener() function public_act.on_action( _skill_entity ) local from_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid ) local to_buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.to_t_role_uid ) print("实体[" .. _skill_entity.to_t_role_uid .. "]交换位置" ) local temp_x = from_buf.pos_x local temp_y = from_buf.pos_y from_buf.pos_x = to_buf.pos_x from_buf.pos_y = to_buf.pos_y to_buf.pos_x = temp_x to_buf.pos_y = temp_y end skill_svr.vote_map.add_listener(_evt_iid, public_vote) skill_svr.action_map.add_listener(_evt_iid, public_act) return public_act end --获得攻击力 function fun_get_role_ATK( _skill_entity ) local buf = PACK_ROLE_DATA.g_role_binder.get_buf( _skill_entity.from_role_uid ) return buf.ATK end --通用技能 G_General_SKILL = { { is_dest_dodge_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"] ), do_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"] ), do_dest_hurt_module( PACK_Skill_Define.G_User_Skill_define["普通攻击"], fun_get_role_ATK ), }, }
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("复仇之魂", package.seeall) PACK_ROLE_DATA = require"角色数据" PACK_GameAPI = require"系统接口" PACK_Skill = require"技能" PACK_Skill_Define = require"技能定义" --复仇之魂 VS_Skill_NPC = { --[[ 魔法箭 快捷键:C向一个敌方单位发射魔法箭,造成伤害,并晕眩1.75秒。施法距离:500冷却时间:10秒 魔法消耗:95/110/125/140点 等级 1 - 造成100点的伤害。 等级 2 - 造成175点的伤害。 等级 3 - 造成250点的伤害。 等级 4 - 造成325点的伤害。 --]] { PACK_Skill.do_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"] ), PACK_Skill.do_dest_dizzy_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_GameAPI.clk_bind_data({1.75}) ), PACK_Skill.do_dest_hurt_module( PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_Skill_Define.fun_get_lvl_val(100, 175, 250, 325) ), }, --[[ 命令光环 快捷键:0增加周围300范围内友方单位的基础攻击力。 等级 1 - 增加12%的基础攻击力。 等级 2 - 增加20%的基础攻击力。 等级 3 - 增加28%的基础攻击力。 等级 4 - 增加36%的基础攻击力。 --]] { PACK_Skill.do_module( PACK_Skill_Define.G_User_Skill_define["命令光环"] ), PACK_Skill.do_dest_ATK_module( PACK_Skill_Define.G_User_Skill_define["命令光环"], PACK_Skill_Define.fun_get_lvl_val(0.12, 0.20, 0.28, 0.36), 30 ), }, --[[ 恐怖 快捷键:E复仇之魂发出恶毒的吼叫,唤起周围敌方单位深深的恐惧。减少他们的护甲和攻击力,持续20秒。作用范围:700冷却时间:15秒 魔法消耗:40点 等级 1 - 减少2点的护甲和5%的攻击力。 等级 2 - 减少3点的护甲和10%的攻击力。 等级 3 - 减少4点的护甲和15%的攻击力。 等级 4 - 减少5点的护甲和20%的攻击力。 --]] { PACK_Skill.do_module( PACK_Skill_Define.G_User_Skill_define["恐怖"] ), PACK_Skill.do_dest_DFD_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill_Define.fun_get_lvl_val(-2, -3, -4, -5), 20 ), PACK_Skill.do_dest_ATK_limit_time_module( PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill_Define.fun_get_lvl_val(-0.05, -0.10, -0.15, -0.20), 20 ), }, --[[ 移形换位 快捷键:W瞬间和一个英雄交换位置。无视魔法免疫冷却时间:45秒 魔法消耗:100/150/200点 等级 1 - 施法距离600。 等级 2 - 施法距离900。 等级 3 - 施法距离1200。 --]] { PACK_Skill.do_module( PACK_Skill_Define.G_User_Skill_define["移形换位"] ), PACK_Skill.do_src_dest_swap_pos_module( PACK_Skill_Define.G_User_Skill_define["移形换位"], PACK_Skill_Define.fun_get_lvl_val(6, 9, 12, 0) ), }, }
--[[ file name : 技能模块第一版 author : Clark/陈泽丹 created : 2012-11-07 purpose : --]] module("test", package.seeall) PACK_GameAPI = require"系统接口" PACK_ROLE_DATA = require"角色数据" PACK_Skill = require"技能" PACK_Skill_Define = require"技能定义" PACK_VS = require"复仇之魂" TEST_SKILL_UID = 1 TEST_ROLE_SRC = 2 TEST_ROLE_DEST = 3 PACK_ROLE_DATA.g_skill_binder.bind_index_to_buf( TEST_SKILL_UID, PACK_ROLE_DATA.new_skill(TEST_ROLE_SRC, TEST_ROLE_SRC, 3, 20, 19) ) PACK_ROLE_DATA.g_role_binder.bind_index_to_buf( TEST_ROLE_SRC, PACK_ROLE_DATA.new_role(TEST_ROLE_SRC, TEST_ROLE_SRC, 31, 19) ) PACK_ROLE_DATA.g_role_binder.bind_index_to_buf( TEST_ROLE_DEST, PACK_ROLE_DATA.new_role(TEST_ROLE_DEST, TEST_ROLE_DEST, 30, 20) ) for i=1, 1 do print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["普通攻击"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) ) print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["魔法箭"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) ) print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["命令光环"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) ) print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["恐怖"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) ) print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) print("开始 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) PACK_Skill.skill_svr.dispatch_evt(PACK_Skill_Define.G_User_Skill_define["移形换位"], PACK_Skill.new_skill_entity( TEST_SKILL_UID, TEST_ROLE_SRC, TEST_ROLE_DEST ) ) print("结果 " .. PACK_GameAPI.sz_T2S(PACK_ROLE_DATA.g_role_binder.get_buf( TEST_ROLE_DEST ))) end
第一层:
工具接口, 事件机, 数据库, 技能声明
第二层
技能定义,技能配置
第三层
测试