【战斗】加入克制属性的计算
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@ -357,4 +357,18 @@ BattleArtFontType = {
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Immune = 1, -- 免疫文字
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Immune = 1, -- 免疫文字
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Shield = 2, --破盾文字
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Shield = 2, --破盾文字
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clear = 3, --清除文字
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clear = 3, --清除文字
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}
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BattleMieProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenBonus,
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[BattleRoleElementType.FO] = RoleDataName.FoBonus,
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[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
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}
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BattleKangProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenReduce,
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[BattleRoleElementType.FO] = RoleDataName.FoReduce,
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[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
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}
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}
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@ -969,8 +969,11 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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end
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end
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-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数
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-- 计算克制伤害系数
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local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor))
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local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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-- 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
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local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor, MieKangFactor))
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-- 公式计算完成
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-- 公式计算完成
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local damageFunc = function(damage) fixDamage = damage end
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local damageFunc = function(damage) fixDamage = damage end
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