【战斗力】公式参数走表,装备,法宝战斗力计算公式修改
parent
ce5042eb86
commit
12fe3eb3e4
|
@ -128,24 +128,8 @@ function this.CalculateWarForceBase(curTalismanConFigData,heroPos)
|
|||
end
|
||||
end
|
||||
end
|
||||
local heroPropertyScore={}
|
||||
for i, v in ConfigPairs(propertyConfig) do
|
||||
heroPropertyScore[i]=v.Score
|
||||
end
|
||||
local powerEndVal=0
|
||||
for i, v in pairs(addAllProVal) do
|
||||
if v > 0 then
|
||||
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig,i)
|
||||
if curProConfigData then
|
||||
if curProConfigData.Style == 1 then
|
||||
powerEndVal=powerEndVal+v*heroPropertyScore[i]
|
||||
else
|
||||
powerEndVal=powerEndVal+v/100*heroPropertyScore[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return math.floor(powerEndVal)
|
||||
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
|
||||
return powerEndVal
|
||||
end
|
||||
end
|
||||
function this.GetAllTalismanByCondition(curTalismanData,upStarConFigData)
|
||||
|
|
|
@ -29,20 +29,20 @@ local function CalculateWarForce2(powerVal)
|
|||
if v > 0 and i < HeroProType.WarPower then
|
||||
if propertyConfig[i].IfShow == 1 then
|
||||
if propertyConfig[i].TargetPropertyId == 0 then
|
||||
basePower = basePower + v * propertyConfig[i].Score
|
||||
basePower = basePower + v*propertyConfig[i].Score
|
||||
end
|
||||
elseif propertyConfig[i].IfShow == 2 then
|
||||
-- 这里百分比数要转换成小数,用于计算战斗力
|
||||
HighPower = HighPower + v/100
|
||||
HighPower = HighPower + v/100*propertyConfig[i].Score
|
||||
end
|
||||
elseif v > 0 and i >= HeroProType.WarPower then
|
||||
elseif v > 0 and i == HeroProType.WarPower then
|
||||
extPower = extPower + v
|
||||
end
|
||||
end
|
||||
LogBlue_Prop("basePower: "..basePower)
|
||||
LogBlue_Prop("HighPower: "..HighPower)
|
||||
LogBlue_Prop("extPower: "..extPower)
|
||||
powerEndVal = basePower * (1 + HighPower / 2) + extPower
|
||||
powerEndVal = basePower * (1 + HighPower) + extPower
|
||||
return math.floor(powerEndVal)
|
||||
end
|
||||
|
||||
|
@ -89,8 +89,7 @@ function this.InitAllPower()
|
|||
end
|
||||
|
||||
|
||||
function this.CalPower(heroData, propList)
|
||||
-- return CalculateWarForce(propList)
|
||||
function this.CalPower(propList)
|
||||
return CalculateWarForce2(propList)
|
||||
end
|
||||
|
||||
|
@ -108,7 +107,7 @@ function this.GetHeroPower(dId, formationId, NoFuncProp)
|
|||
-- 重新计算人物属性
|
||||
local propList = HeroPropManager.GetHeroProp(dId, formationId, NoFuncProp)
|
||||
-- 计算战斗力
|
||||
local allPower = this.CalPower(heroData, propList)
|
||||
local allPower = this.CalPower(propList)
|
||||
-- 旧战斗力
|
||||
if HeroPropManager.IsDebug() and not NoFuncProp then
|
||||
-- local curHeroData = HeroManager.GetSingleHeroData(dId)
|
||||
|
|
|
@ -660,24 +660,8 @@ function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
|
|||
end
|
||||
end
|
||||
end
|
||||
local heroPropertyScore = {}
|
||||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
|
||||
heroPropertyScore[i] = v.Score
|
||||
end
|
||||
local powerEndVal = 0
|
||||
for i, v in pairs(addAllProVal) do
|
||||
if v > 0 then
|
||||
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
|
||||
if curProConfigData then
|
||||
if curProConfigData.Style == 1 then
|
||||
powerEndVal = powerEndVal + v * heroPropertyScore[i]
|
||||
else
|
||||
powerEndVal = powerEndVal + v / 100 * heroPropertyScore[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return math.floor(powerEndVal)
|
||||
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
|
||||
return powerEndVal
|
||||
end
|
||||
end
|
||||
--获取宝物升级消耗
|
||||
|
|
Loading…
Reference in New Issue