战斗力修改
parent
d25cab0c5f
commit
1e1b819b78
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@ -253,6 +253,51 @@ function this.GetEquipAddPropByDid(_did)
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return addProp
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end
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function this.GetEquipAddSkill(_did)
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if not this.allEquipData[_did] then
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return {}
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end
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local staticId=this.allEquipData[_did].staticId
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local lvList=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.EquipTalismana,"TalismanaId",staticId)
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local lv=this.allEquipData[_did].lv
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local skillList={}
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local curHeroData=nil
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if this.allEquipData[_did].belongHero then
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curHeroData=HeroManager.GetSingleHeroData(this.allEquipData[_did].belongHero)
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end
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local curStar=0
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for i=1,#lvList do
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if lvList[i].ShowSkill and #lvList[i].ShowSkill>0 and tonumber(lvList[i].ShowSkill[1])~=nil then
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local type=lvList[i].ShowSkill[1]
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if type==0 then
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if lv>=lvList[i].Level then
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table.insert(skillList,lvList[i].ShowSkill[3])
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end
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elseif type==1 then
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if lv>=lvList[i].Level and curHeroData and curHeroData.heroConfig.Profession==lvList[i].ShowSkill[2] then
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table.insert(skillList,lvList[i].ShowSkill[3])
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end
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elseif type==2 then
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--LogError("lv=========="..lv.." lvList[i].Level=="..lvList[i].Level.." self.curHeroData.staticId=="..self.curHeroData.staticId.." lvList[i].ShowSkill[2]=="..lvList[i].ShowSkill[2])
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if lv>=lvList[i].Level and curHeroData and curHeroData.heroConfig.Id==lvList[i].ShowSkill[2] then
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table.insert(skillList,lvList[i].ShowSkill[3])
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end
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end
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end
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end
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return skillList
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end
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function this.SetEquipBelongHero(_did,_heroId)
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@ -187,6 +187,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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heroData.name = GetLanguageStrById(_configData.ReadingName)
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heroData.property = heroData.changeProId
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heroData.sortId = #heroDatas + 1
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---↓↓↓↓↓↓↓↓↓↓↓摘星阁
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heroData.equipStrong={}
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for i = 1, #_msgHeroData.equipStrong do
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@ -260,7 +261,32 @@ function this.SetHeroTraining(dyn,data)
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heroDatas[dyn].HeroTraining=data
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end
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end
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function this.GetHeroTrainPassiveSkill(_idDyn)
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if heroDatas[_idDyn] then
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local hero=heroDatas[_idDyn]
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local trainLv=hero.HeroTraining.trainingLv
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if trainLv>0 then
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local list=ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train,"HeroID",hero.heroConfig.Id)
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local skillId={}
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if list then
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local unlockList=hero.HeroTraining.unlockIds
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for k, v in pairs(list) do
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if CheckListIsContainValue1(unlockList,v.Id) and trainLv>=v.Level and v.PassiveSkill and #v.PassiveSkill>=1 and type(v.PassiveSkill[1])~="userdata" then
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for i=1,#v.PassiveSkill do
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table.insert(skillId,v.PassiveSkill[i])
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end
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end
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end
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return skillId
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-- for i, v in ConfigPairs(list) do
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-- end
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end
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end
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end
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return {}
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end
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function this.SetPotentialData(msg,dyn)
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@ -373,7 +399,7 @@ function this.ResetHeroPotentialData(_did)
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heroDatas[_did].potential={}
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heroDatas[_did].potential[1]={}
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heroDatas[_did].potential[1].lv=1
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heroDatas[_did].potential[1].giftLv=0
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heroDatas[_did].potential[1].giftLv=TianShuMiJuanManger.GetAddPotentialLV()
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end
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end
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@ -561,6 +587,32 @@ function this.GetAllHeroDatas(_lvLimit)
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)
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return heros
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end
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--获取所有英雄信息
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function this.GetHeroDatasByNaturalAndProfession(_qua,_pro)
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local heros = {}
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for i, v in pairs(heroDatas) do
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if v.heroConfig.Natural == _qua and v.heroConfig.PropertyName==_pro and CheckListIsContainValue1(HelpFightManager.upHeroList,v.dynamicId)==false then
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table.insert(heros, v)
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end
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end
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table.sort(
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heros,
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function(a, b)
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if a.star == b.star then
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return a.lv>b.lv
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else
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return a.star > b.star
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end
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end
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)
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return heros
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end
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--获取该静态id sortid最小的英雄信息
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function this.GetHeroDataByHeroSIdAndMinSortId(_heroSId)
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local heroData = {}
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@ -731,7 +783,15 @@ function this.GetHeroFormationStr(teamId)
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elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
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return Language[11104]
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elseif teamId == FormationTypeDef.JUMPSERVER_HIGHTLADDER then
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return"该英雄在罗浮争锋阵容中已上阵"
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return"该神将在罗浮争锋阵容中已上阵"
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elseif teamId == FormationTypeDef.LuoFuZhengFeng1 then
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return"该神将在罗浮争锋阵容中已上阵"
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elseif teamId == FormationTypeDef.LuoFuZhengFeng2 then
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return"该神将在罗浮争锋阵容中已上阵"
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elseif teamId == FormationTypeDef.LuoFuZhengFeng3 then
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return"该神将在罗浮争锋阵容中已上阵"
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elseif teamId == FormationTypeDef.LuoFuZhengFeng4 then
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return"该神将在罗浮争锋阵容中已上阵"
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end
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end
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return ""
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@ -757,7 +817,15 @@ function this.GetHeroFormationStr2(teamId)
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elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
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return Language[11110], FormationTypeDef.ARENA_TOM_MATCH
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elseif teamId == FormationTypeDef.JUMPSERVER_HIGHTLADDER then
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return "鸟笼竞技场", FormationTypeDef.JUMPSERVER_HIGHTLADDER
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return "罗浮争锋", FormationTypeDef.JUMPSERVER_HIGHTLADDER
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elseif teamId == FormationTypeDef.LuoFuZhengFeng1 then
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return "罗浮争锋", FormationTypeDef.LuoFuZhengFeng1
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elseif teamId == FormationTypeDef.LuoFuZhengFeng2 then
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return "罗浮争锋", FormationTypeDef.LuoFuZhengFeng2
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elseif teamId == FormationTypeDef.LuoFuZhengFeng3 then
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return "罗浮争锋", FormationTypeDef.LuoFuZhengFeng3
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elseif teamId == FormationTypeDef.LuoFuZhengFeng4 then
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return "罗浮争锋", FormationTypeDef.LuoFuZhengFeng4
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end
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end
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return ""
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@ -1230,7 +1298,6 @@ function this.UpdateHeroLvEnd()
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if heroEndStar == nil then
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heroEndStar = v.Star
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end
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-- LogError("heroEndStar================="..heroEndStar)
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for i, v2 in ConfigPairs(heroRankUpConfig) do
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if v2.Star == v.Star then
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if v2.OpenStar == heroEndStar then
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@ -1379,6 +1446,7 @@ local function CalculateHeroUpEquipsProAddVal(_heroId)
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addAllProVal[curProId] = curProVal
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end
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end
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end
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end
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end
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@ -1674,6 +1742,7 @@ local function CalculateEquipTreaSureAddVal(_heroId)
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else
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mainRefineLv = curEuipTreaSureData.refineLv
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end
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LogError("curEuipTreaSureData.refineLv=="..curEuipTreaSureData.refineLv)
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end
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end
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end
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@ -1737,7 +1806,7 @@ local function CalculateEquipTreaSureAddVal(_heroId)
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end
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end
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end
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return addAllProVal
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end
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@ -2193,16 +2262,16 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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LogRedTable_Prop(falismanAllHeroProVal)
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--魂印的属性加成
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local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
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LogRed_Prop("魂印单体加成")
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LogRed_Prop("法术单体加成")
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LogRedTable_Prop(singleHeroSoulPrintProVal)
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LogRed_Prop("魂印100+加成")
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LogRed_Prop("法术100+加成")
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LogRedTable_Prop(lvSoulPrintProVal)
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LogRed_Prop("魂印团体加成")
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LogRed_Prop("法术团体加成")
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LogRedTable_Prop(allHeroSoulPrintProVal)
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LogRed_Prop("魂印特殊加成")
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LogRed_Prop("法术特殊加成")
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LogRedTable_Prop(specialSoulPrintProVal)
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local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal2(curHeroData.dynamicId)
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LogRed_Prop("魂印战斗力加成 "..allSoulPrintAddWarPowerVal)
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LogRed_Prop("法术战斗力加成 "..allSoulPrintAddWarPowerVal)
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--宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣
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local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId)
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@ -2259,9 +2328,9 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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local heroFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(1)
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LogRed_Prop("神将羁绊 最终 加成 ")
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LogRedTable_Prop(heroFetterAddPro)
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--魂印羁绊
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--法术羁绊
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local hunyinFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(2)
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LogRed_Prop("魂印羁绊 最终 加成 ")
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LogRed_Prop("法术羁绊 最终 加成 ")
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LogRedTable_Prop(hunyinFetterAddPro)
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--灵兽羁绊单加战力 暂时去掉
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-- local allPokemonFetterAddWarPowerVal = PokemonManager.GetAllPokemonFetterAddProsSWarPower()--allSoulPrintAddWarPowerVal--
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@ -3390,7 +3459,8 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId)
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--只用于界面升星开放技能提示显示用
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local compoundNum = 0
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local compoundOPenNum = 0
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local OpenPassiveSkillRules = (upStarId and upStarId ~=0 and heroRankUpConfig[upStarId].OpenStar >= this.awakeNextStarIndex) and heroConfig.Awaken or heroConfig.OpenPassiveSkillRules
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local OpenPassiveSkillRules = nil
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OpenPassiveSkillRules =(upStarId and upStarId ~=0 and heroRankUpConfig[upStarId] and heroRankUpConfig[upStarId].OpenStar >= this.awakeNextStarIndex) and heroConfig.Awaken or heroConfig.OpenPassiveSkillRules
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OpenPassiveSkillRules=GetPassiveByMaxStar(heroConfig,OpenPassiveSkillRules)
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if OpenPassiveSkillRules then
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for i = 1, #OpenPassiveSkillRules do
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@ -3400,19 +3470,19 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId)
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table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3])
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if allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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else
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
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end
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end
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else --升星
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allUpStarOpenData[heroRankUpConfig[OpenPassiveSkillRules[i][2]].Phase[2]] =
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OpenPassiveSkillRules[i]
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OpenPassiveSkillRules[i]
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if upStarId >= OpenPassiveSkillRules[i][2] then
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table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3])
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if allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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else
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allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
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end
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@ -3420,12 +3490,13 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId)
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end
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if allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then
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allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] =
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allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] + 1
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else
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allPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1
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end
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end
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end
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for i, v in pairs(allPassiveSkillIdcompound) do
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if v > 1 then
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compoundNum = compoundNum + v - 1
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@ -3654,10 +3725,10 @@ end
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--获取某一个星级的所有英雄
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function this.GetAllNumStarData(star)
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local heros = {}
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local heros2 = {}
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local heros2 = FormationManager.GetAllFormationHeroId()
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for i, v in pairs(heroDatas) do
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if v.star==star then
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table.insert(heros, v)
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if v.star==star and heros2[i]==nil then
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table.insert(heros, v)
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end
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end
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@ -4260,8 +4331,8 @@ end
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function this.GetHeroPotencyAddByType(_dyn,_type)
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if heroDatas[_dyn] and heroDatas[_dyn].potential and heroDatas[_dyn].potential[_type] then
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local poten=heroDatas[_dyn].potential[_type]
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local allLv=poten.lv+poten.giftLv
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--LogError("poten.lv====="..poten.lv.." poten.giftLv=="..poten.giftLv)
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local allLv=poten.lv+poten.giftLv --+TianShuMiJuanManger.GetAddPotentialLV()
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--LogError("poten.lv====="..poten.lv.." poten.giftLv=="..poten.giftLv.." TianShuMiJuanManger.GetAddPotentialLV()=="..TianShuMiJuanManger.GetAddPotentialLV())
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local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",_type,"Level",allLv)
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if config then
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local pro=config.Attribute/10000
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@ -4275,7 +4346,7 @@ end
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function this.GetHeroPotencyAddByTypeAndPotencyData(_data,_type)
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if _data and _type and _data[_type] then
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local aaa=_data[_type]
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local allLv=aaa.lv+aaa.giftLv
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local allLv=aaa.lv+aaa.giftLv--+TianShuMiJuanManger.GetAddPotentialLV()
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local config=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew,"Type",_type,"Level",allLv)
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if config then
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local pro=config.Attribute/10000
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@ -4517,14 +4588,10 @@ end
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--根据界面数据加载动态立绘
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function this.LoadHerolive(_heroData, _objPoint)
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--TODO:动态加载立绘
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local t=_heroData.painting
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local testLive = poolManager:LoadLive(t, _objPoint.transform,
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local testLive = poolManager:LoadLive(_heroData.live, _objPoint.transform,
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Vector3.one * _heroData.scale, Vector3.New(_heroData.position[1], _heroData.position[2], 0))
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local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
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local clip="idle"
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, clip, true) end
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(_heroData.live, testLive, function ()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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@ -4536,7 +4603,7 @@ end
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--根据界面数据加载动态立绘
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function this.LoadHerolive1(data, _objPoint)
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--TODO:动态加载立绘
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local testLive = poolManager:LoadLive(GetResourcePath(data.Painting), _objPoint.transform,
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local testLive = poolManager:LoadLive(GetResourcePath(data.Live), _objPoint.transform,
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Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
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local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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@ -451,7 +451,33 @@ Hero_Prop_Func = {
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[Hero_Prop_Type.Talisman] = function(_heroData)
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local addAllProVal = {}
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--LogError("get 法灵添加的属性========================================")
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addAllProVal = FaLingManager.GetEquipAddPropByDid(_heroData.baublesId)
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local allAddPro={}
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local propList, conPropList, teamPropList, conTeamPropList, dePropList
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--LogError("计算英雄法相 属性 被动属性")
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allAddPro=FaLingManager.GetEquipAddPropByDid(_heroData.baublesId)
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local skills=FaLingManager.GetEquipAddSkill(_heroData.baublesId)
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-- for i=1,#skills do
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-- LogError("法宝 skillid============================================="..skills[i])
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-- end
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--被动技能计算
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if skills and #skills > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
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--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skills)
|
||||
end
|
||||
|
||||
if propList and LengthOfTable(propList) > 0 then
|
||||
for i,v in pairs(propList) do
|
||||
if allAddPro[i] then
|
||||
allAddPro[i] = allAddPro[i] + v
|
||||
else
|
||||
allAddPro[i] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
-- local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
-- local star = _heroData.star
|
||||
-- local profession = heroConfig[_heroData.tId].Profession
|
||||
|
|
@ -515,7 +541,7 @@ Hero_Prop_Func = {
|
|||
-- for k, v in pairs(addAllProVal) do
|
||||
-- LogError("法宝 k==================="..k.." v==="..v)
|
||||
-- end
|
||||
return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
--return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
end,
|
||||
|
||||
-- 魂印
|
||||
|
|
@ -733,13 +759,41 @@ Hero_Prop_Func = {
|
|||
return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
end,
|
||||
[Hero_Prop_Type.Training] = function(_heroData)
|
||||
local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
|
||||
if addPro==nil or #addPro==0 then
|
||||
return nil
|
||||
-- local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
|
||||
-- if addPro==nil or #addPro==0 then
|
||||
-- return nil
|
||||
-- end
|
||||
-- local data=HeroManager.GetSingleHeroData(_heroData.dId)
|
||||
-- local skillList=HeroManager.GetHeroTrainPassiveSkill(_heroData.dId)
|
||||
-- for key, value in pairs(addPro) do
|
||||
-- LogError("Training key==="..key.." value=="..value.." _heroData.h"..data.heroConfig.ReadingName)
|
||||
-- end
|
||||
--return {}
|
||||
|
||||
local allAddPro={}
|
||||
local propList, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
--LogError("计算英雄法相 属性 被动属性")
|
||||
allAddPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
|
||||
local skills=HeroManager.GetHeroTrainPassiveSkill(_heroData.dId)
|
||||
-- for i=1,#skills do
|
||||
-- LogError("train skillid============================================="..skills[i])
|
||||
-- end
|
||||
--被动技能计算
|
||||
if skills and #skills > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
|
||||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||||
propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skills)
|
||||
|
||||
end
|
||||
for key, value in pairs(addPro) do
|
||||
-- LogError("Training key==="..key.." value=="..value)
|
||||
|
||||
if propList and LengthOfTable(propList) > 0 then
|
||||
for i,v in pairs(propList) do
|
||||
if allAddPro[i] then
|
||||
allAddPro[i] = allAddPro[i] + v
|
||||
else
|
||||
allAddPro[i] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
return addPro
|
||||
return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
|
||||
end,
|
||||
}
|
||||
Loading…
Reference in New Issue