张强对魂印增加属性修改

dev_chengFeng
wangzhenxing 2020-08-11 11:24:22 +09:00
parent e56c19f1bc
commit 109bcc49f6
1 changed files with 60 additions and 58 deletions

View File

@ -1,4 +1,4 @@
HeroManager = {} HeroManager = {}
local this = HeroManager local this = HeroManager
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig) local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
@ -915,57 +915,59 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
end end
--英雄身上魂印属性计算 --英雄身上魂印属性计算
local function CalculateSoulPrintAddVal(_heroId) local function CalculateSoulPrintAddVal(_heroId)
local allSoulPrintAddWarPowerVal = 0
-- local allSoulPrintAddWarPowerVal = 0
-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
-- if curHeroData then
-- if (table.nums(curHeroData.soulPrintList) >= 1) then
-- for i = 1, #curHeroData.soulPrintList do
-- LogError(_heroId)
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
-- if cursoulPrintConfig then
-- allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
-- end
-- end
-- end
-- end
-- return allSoulPrintAddWarPowerVal
local addAllProVal = {}
local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
local curHeroData = HeroManager.GetSingleHeroData(_heroId) local curHeroData = HeroManager.GetSingleHeroData(_heroId)
if curHeroData then if curHeroData then
if (table.nums(curHeroData.soulPrintList) >= 1) then if(table.nums(curHeroData.soulPrintList) >= 1) then
for i = 1, #curHeroData.soulPrintList do for i = 1, #curHeroData.soulPrintList do
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId] local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
if cursoulPrintConfig then if cursoulPrintConfig then
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score --基础属性计算
end local soulPrintPropertyList = cursoulPrintConfig.Property
end if soulPrintPropertyList and #soulPrintPropertyList > 0 then
end for i,v in pairs(soulPrintPropertyList) do
if(addAllProVal[v[1]]) then
addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
else
addAllProVal[v[1]]=v[2]
end
end
end
--被动技能计算
if cursoulPrintConfig.PassiveSkill then
--单体加成 --单体等级限制加成 --团体加成 --减乘
singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
end
end
end
end
end end
return allSoulPrintAddWarPowerVal if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
--local addAllProVal = {} for i,v in pairs(singleHeroProVal) do
--local singleHeroProVal,lvProVal,allHeroProVal,specialProVal if addAllProVal[i] then
--local curHeroData = HeroManager.GetSingleHeroData(_heroId) addAllProVal[i] = addAllProVal[i] + v
--if curHeroData then else
-- if(table.nums(curHeroData.soulPrintList) >= 1) then addAllProVal[i] = v
-- for i = 1, #curHeroData.soulPrintList do end
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId] end
-- if cursoulPrintConfig then end
-- --基础属性计算 return addAllProVal,lvProVal,allHeroProVal,specialProVal
-- local soulPrintPropertyList = cursoulPrintConfig.Property
-- if soulPrintPropertyList and #soulPrintPropertyList > 0 then
-- for i,v in pairs(soulPrintPropertyList) do
-- if(addAllProVal[v[1]]) then
-- addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
-- else
-- addAllProVal[v[1]]=v[2]
-- end
-- end
-- end
-- --被动技能计算
-- if cursoulPrintConfig.PassiveSkill then
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
-- singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
-- end
-- end
-- end
-- end
--end
--if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
-- for i,v in pairs(singleHeroProVal) do
-- if addAllProVal[i] then
-- addAllProVal[i] = addAllProVal[i] + v
-- else
-- addAllProVal[i] = v
-- end
-- end
--end
--return addAllProVal,lvProVal,allHeroProVal,specialProVal
end end
--英雄身上宝器属性计算 --英雄身上宝器属性计算
local function CalculateEquipTreaSureAddVal(_heroId) local function CalculateEquipTreaSureAddVal(_heroId)
@ -1434,10 +1436,10 @@ function this.GetAllHeroTeamAddProVal(teamHeroInfos,curteamHeroDid)
CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil) CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal =
CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil) CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
--local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId) local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal) this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal)
this.DoubleTableCompound(teamProVal, falismanAllHeroProVal) this.DoubleTableCompound(teamProVal, falismanAllHeroProVal)
--this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal) this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal)
end end
end end
--光环加成 --光环加成
@ -1556,7 +1558,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
-- end -- end
--end --end
--魂印的属性加成 --魂印的属性加成
local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal(curHeroData.dynamicId) local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
-- LogError("魂印的单体属性加成 "..allSoulPrintAddWarPowerVal) -- LogError("魂印的单体属性加成 "..allSoulPrintAddWarPowerVal)
--宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣 --宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣
local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId) local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId)
@ -1600,19 +1602,19 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro) this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro)
this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd) this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd)
this.DoubleTableCompound(allAddProVal, falismanSingleHeroProVal) this.DoubleTableCompound(allAddProVal, falismanSingleHeroProVal)
--this.DoubleTableCompound(allAddProVal,soulPrinSingleHeroProVal) this.DoubleTableCompound(allAddProVal,singleHeroSoulPrintProVal)
this.DoubleTableCompound(allAddProVal, playerDcorateAdd) this.DoubleTableCompound(allAddProVal, playerDcorateAdd)
this.DoubleTableCompound(allAddProVal, heroSkillSingleHeroProVal) this.DoubleTableCompound(allAddProVal, heroSkillSingleHeroProVal)
this.DoubleTableCompound(allAddProVal, equipTreasureAddPro) this.DoubleTableCompound(allAddProVal, equipTreasureAddPro)
this.DoubleTableCompound(allAddProVal, vipAddPro) this.DoubleTableCompound(allAddProVal, vipAddPro)
--100等级所有属性合并 --100等级所有属性合并
this.DoubleTableCompound(lvProVal, falismanLvProVal) this.DoubleTableCompound(lvProVal, falismanLvProVal)
--this.DoubleTableCompound(lvProVal,soulPrinLvProVal) this.DoubleTableCompound(lvProVal,lvSoulPrintProVal)
this.DoubleTableCompound(lvProVal, heroSkillLvProVal) this.DoubleTableCompound(lvProVal, heroSkillLvProVal)
--团体所有属性合并 --团体所有属性合并
if not _isAllHeroProVal then if not _isAllHeroProVal then
this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal) this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal)
--this.DoubleTableCompound(allHeroProVal,soulPrinAllHeroProVal) this.DoubleTableCompound(allHeroProVal,allHeroSoulPrintProVal)
this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal) this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
this.DoubleTableCompound(allHeroProVal, teamAddPro) this.DoubleTableCompound(allHeroProVal, teamAddPro)
end end
@ -1623,7 +1625,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
-- end -- end
--4公式特殊减乘所有属性加成 --4公式特殊减乘所有属性加成
this.DoubleTableCompound(specialProVal, falismanSpecialProVal) this.DoubleTableCompound(specialProVal, falismanSpecialProVal)
--this.DoubleTableCompound(specialProVal,soulPrinSpecialProVal) this.DoubleTableCompound(specialProVal,specialSoulPrintProVal)
this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal) this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal)
--100等级所有属性合并 --100等级所有属性合并
local forNum = curLvNum - 100 local forNum = curLvNum - 100
@ -1739,10 +1741,10 @@ curHeroData.MLSproList={}
if _type == 1 then if _type == 1 then
--最后加魂印战力 --最后加魂印战力
allAddProVal[HeroProType.WarPower] = allAddProVal[HeroProType.WarPower] =
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal allEquipScore + CalculateWarForce(allAddProVal)
elseif _type == 2 then elseif _type == 2 then
allAddProVal[HeroProType.WarPower] = allAddProVal[HeroProType.WarPower] =
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal allEquipScore + CalculateWarForce(allAddProVal)
--最后加魂印战力 --最后加魂印战力
end end
--for i, v in pairs(allAddProVal) do --for i, v in pairs(allAddProVal) do