parent
d0327cf3fd
commit
38f36fabbb
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@ -106,9 +106,9 @@ function this.GetAllUpListNoBless(_id)
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end
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table.sort(list,function(a,b)
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if a.lv==b.lv then
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return a.staticId < b.staticId
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else
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return a.lv < b.lv
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return a.lv > b.lv
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else
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return a.staticId > b.staticId
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end
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end)
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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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@ -260,7 +260,32 @@ 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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@ -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
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propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skills)
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end
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if propList and LengthOfTable(propList) > 0 then
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for i,v in pairs(propList) do
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if allAddPro[i] then
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allAddPro[i] = allAddPro[i] + v
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else
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allAddPro[i] = v
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end
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end
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end
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return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
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-- local propList, conPropList, teamPropList, conTeamPropList, dePropList
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-- local star = _heroData.star
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-- local profession = heroConfig[_heroData.tId].Profession
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@ -515,7 +541,7 @@ Hero_Prop_Func = {
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-- for k, v in pairs(addAllProVal) do
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-- LogError("法宝 k==================="..k.." v==="..v)
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-- end
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return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
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--return addAllProVal--, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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-- 魂印
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@ -733,13 +759,41 @@ Hero_Prop_Func = {
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return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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[Hero_Prop_Type.Training] = function(_heroData)
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local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
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if addPro==nil or #addPro==0 then
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return nil
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-- local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
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-- if addPro==nil or #addPro==0 then
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-- return nil
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-- end
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-- local data=HeroManager.GetSingleHeroData(_heroData.dId)
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-- local skillList=HeroManager.GetHeroTrainPassiveSkill(_heroData.dId)
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-- for key, value in pairs(addPro) do
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-- LogError("Training key==="..key.." value=="..value.." _heroData.h"..data.heroConfig.ReadingName)
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-- end
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--return {}
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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=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
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local skills=HeroManager.GetHeroTrainPassiveSkill(_heroData.dId)
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-- for i=1,#skills do
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-- LogError("train 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
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propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(skills)
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end
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for key, value in pairs(addPro) do
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-- LogError("Training key==="..key.." value=="..value)
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if propList and LengthOfTable(propList) > 0 then
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for i,v in pairs(propList) do
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if allAddPro[i] then
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allAddPro[i] = allAddPro[i] + v
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else
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allAddPro[i] = v
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end
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end
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end
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return addPro
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return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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}
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