【战力问题】PVP增减伤引起的战力不统一问题修改
parent
fbfa80611a
commit
08e8944e47
|
|
@ -501,8 +501,7 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除
|
--因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除
|
||||||
heroData.allAddProVal[51] = heroData.allAddProVal[51] - heroData.allAddProVal[69]
|
heroData.allAddProVal = HeroManager.CalculatePvpBonusForShow(heroData.allAddProVal)
|
||||||
heroData.allAddProVal[52] = heroData.allAddProVal[52] - heroData.allAddProVal[70]
|
|
||||||
|
|
||||||
heroData.skinId = _msgHeroData.skinId
|
heroData.skinId = _msgHeroData.skinId
|
||||||
if heroData.skinId == 0 then
|
if heroData.skinId == 0 then
|
||||||
|
|
|
||||||
|
|
@ -2003,6 +2003,8 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
|
||||||
propertyConfig[curProConfig.TargetPropertyId].Style == 1 and
|
propertyConfig[curProConfig.TargetPropertyId].Style == 1 and
|
||||||
math.floor(allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000)
|
math.floor(allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000)
|
||||||
or allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000
|
or allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000
|
||||||
|
else
|
||||||
|
allAddProVal[curProConfig.TargetPropertyId] = allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[k]/100
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--战斗里面 PropertyConfig里Style字段,2类型的统一需要除以100在战斗里面
|
--战斗里面 PropertyConfig里Style字段,2类型的统一需要除以100在战斗里面
|
||||||
|
|
@ -3834,6 +3836,10 @@ function this.GetCostItems(curEquipData,_config)
|
||||||
return items,isEnough
|
return items,isEnough
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function this.CalculatePvpBonusForShow(data)
|
||||||
|
--因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除
|
||||||
|
data[51] = data[51] - data[69]
|
||||||
|
data[52] = data[52] - data[70]
|
||||||
|
end
|
||||||
|
|
||||||
return this
|
return this
|
||||||
|
|
@ -127,6 +127,8 @@ function RoleInfoLayout:BindEvent()
|
||||||
|
|
||||||
--显示所有属性
|
--显示所有属性
|
||||||
Util.AddClick(this.allProButton, function()
|
Util.AddClick(this.allProButton, function()
|
||||||
|
--因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除
|
||||||
|
allAddProVal = HeroManager.CalculatePvpBonusForShow(allAddProVal)
|
||||||
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true,nil)
|
UIManager.OpenPanel(UIName.RoleProInfoPopup,allAddProVal,curHeroData.heroConfig,true,nil)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue