【战斗】加入克制属性的计算

dev_chengFeng
gaoxin 2021-11-17 17:29:46 +08:00
parent b1954f543f
commit 37000619e3
2 changed files with 19 additions and 2 deletions

View File

@ -357,4 +357,18 @@ BattleArtFontType = {
Immune = 1, -- 免疫文字
Shield = 2, --破盾文字
clear = 3, --清除文字
}
BattleMieProp = {
[BattleRoleElementType.REN] = RoleDataName.RenBonus,
[BattleRoleElementType.FO] = RoleDataName.FoBonus,
[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
}
BattleKangProp = {
[BattleRoleElementType.REN] = RoleDataName.RenReduce,
[BattleRoleElementType.FO] = RoleDataName.FoReduce,
[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
}

View File

@ -969,8 +969,11 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
end
-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor))
-- 计算克制伤害系数
local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数 * 克制伤害系数
local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor, MieKangFactor))
-- 公式计算完成
local damageFunc = function(damage) fixDamage = damage end