From 37000619e314da26e334704712dd3749223f84b0 Mon Sep 17 00:00:00 2001 From: gaoxin Date: Wed, 17 Nov 2021 17:29:46 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E6=88=98=E6=96=97=E3=80=91=E5=8A=A0?= =?UTF-8?q?=E5=85=A5=E5=85=8B=E5=88=B6=E5=B1=9E=E6=80=A7=E7=9A=84=E8=AE=A1?= =?UTF-8?q?=E7=AE=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Modules/Battle/Logic/Misc/BattleDefine.lua | 14 ++++++++++++++ .../~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua | 7 +++++-- 2 files changed, 19 insertions(+), 2 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index 86a3b106f5..7494a35a97 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -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 } \ No newline at end of file diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 44b8e184a9..f5f2d5b722 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -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