Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
666f33e9c9
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@ -30,7 +30,8 @@ SDKSubMitType = {
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TYPE_EXIT_GAME = 5,
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TYPE_ENTER_COPY = 6,
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TYPE_EXIT_COPY = 7,
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TYPE_VIP_LEVELUP = 8
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TYPE_VIP_LEVELUP = 8,
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TYPE_CHANGE_NAME = 9
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}
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SDK_RESULT = {
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@ -300,36 +301,26 @@ HeroProType = {
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PhysicalDefence = 3, --护甲
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MagicDefence = 4, --魔抗
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Speed = 5, --速度
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InitRage = 7, -- 初始怒气值
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DamageBocusFactor = 51, --伤害加成百分比
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DamageReduceFactor = 52, --伤害减免百分比
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Hit = 53, --效果命中率
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Dodge = 54, --效果抵抗率
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CritFactor = 55, --暴击率
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CritDamageFactor = 56, --暴伤
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AntiCritFactor = 60, --抗暴率
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AntiCritDamageFactor = 113, --暴击伤害减免
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CureFacter = 57, --受到治疗系数
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TreatFacter = 58, --治疗系数
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DifferDemonsReduceFactor = 59, --异妖减伤率
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AntiCritDamageFactor = 60, --抗暴率
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MaxHpPercentage = 61, --生命值百分比
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AttackPercentage = 62, --攻击力百分比
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MaxHpPercentage = 63, --生命值百分比
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PhysicalDefencePercentage = 64, --护甲百分比
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SpeedPercentage = 65, --速度百分比
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DifferDemonsBocusFactor = 66, --异妖伤害加成系数
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FireDamageBonusFactor = 101, --火攻(%)
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WindDamageBonusFactor = 102, --风攻(%)
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WaterDamageBonusFactor = 103, --水攻(%)
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LandDamageBonusFactor = 104, --地攻(%)
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LightDamageBonusFactor = 105, --光攻(%)
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DarkDamageBonusFactor = 106, --暗攻(%)
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FireDamageReduceFactor = 107, --火抗(%)
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WindDamageReduceFactor = 108, --风抗(%)
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WaterDamageReduceFactor = 109, --水抗(%)
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LandDamageReduceFactor = 110, --地抗(%)
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LightDamageReduceFactor = 111, --光抗(%)
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DarkDamageReduceFactor = 112, --暗抗(%)
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RenBonus = 101, --对人杰阵营神将造成伤害时获得的伤害加成
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FoBonus = 102, --对佛禅阵营神将造成伤害时获得的伤害加成
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YaoBonus = 103, --对妖灵阵营神将造成伤害时获得的伤害加成
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DaoBonus = 104, --对道玄阵营神将造成伤害时获得的伤害加成
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RenReduce = 107, --受到人杰阵营神将造成的直接伤害时获得的伤害减免
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FoReduce = 108, --受到佛禅阵营神将造成的直接伤害时获得的伤害减免
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YaoReduce = 109, --受到妖灵阵营神将造成的直接伤害时获得的伤害减免
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DaoReduce = 110, --受到道玄阵营神将造成的直接伤害时获得的伤害减免
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WarPower = 1000, --英雄战斗力(获取英雄属性时会用到)
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InitRage = 200, -- 初始怒气值
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}
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--异妖图片资源
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@ -633,18 +633,19 @@ function this.GetMonsterPros(id, lv, star)
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table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%)
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table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%)
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table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritFactor] or 0) --抗暴率(%)
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table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1
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table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1
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table.insert(allProVal, 17, 0) --异妖伤害加成系数(%)
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table.insert(allProVal, 18, 0) --异妖减伤率(%)
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table.insert(allProVal, 19, 0) --火系伤害减免系数(%)
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table.insert(allProVal, 20, 0) --风系伤害减免系数(%)
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table.insert(allProVal, 21, 0) --冰系伤害减免系数(%)
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table.insert(allProVal, 22, 0) --地系伤害减免系数(%)
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table.insert(allProVal, 23, 0) --光系伤害减免系数(%)
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table.insert(allProVal, 24, 0) --暗系伤害减免系数(%)
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table.insert(allProVal, 25, 0)
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table.insert(allProVal, 17, proList[HeroProType.RenBonus] or 0) -- 灭人
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table.insert(allProVal, 18, proList[HeroProType.FoBonus] or 0) -- 灭佛
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table.insert(allProVal, 19, proList[HeroProType.YaoBonus] or 0) -- 灭妖
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table.insert(allProVal, 20, proList[HeroProType.DaoBonus] or 0) -- 灭道
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table.insert(allProVal, 21, proList[HeroProType.RenReduce] or 0) -- 抗人
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table.insert(allProVal, 22, proList[HeroProType.FoReduce] or 0) -- 抗佛
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table.insert(allProVal, 23, proList[HeroProType.YaoReduce] or 0) -- 抗妖
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table.insert(allProVal, 24, proList[HeroProType.DaoReduce] or 0) -- 抗道
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table.insert(allProVal, 25, proList[HeroProType.InitRage] or 0) -- 初始怒气
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table.insert(allProVal, 26, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免
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local pros = table.concat(allProVal, "#")
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return pros
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end
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@ -5,26 +5,6 @@ local max = math.max
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--local BattleLogic = BattleLogic
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--local BattleUtil = BattleUtil
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--属性编号
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-- local BattlePropList = {
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-- RoleDataName.Attack,
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-- RoleDataName.PhysicalDefence,
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-- RoleDataName.MagicDefence,
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-- RoleDataName.Speed,
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-- RoleDataName.DamageBocusFactor,
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-- RoleDataName.DamageReduceFactor,
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-- RoleDataName.Hit,
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-- RoleDataName.Dodge,
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-- RoleDataName.Crit,
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-- RoleDataName.CritDamageFactor,
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-- RoleDataName.TreatFacter,
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-- RoleDataName.MaxHp,
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-- RoleDataName.Hp,
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-- RoleDataName.CureFacter,
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-- RoleDataName.Tenacity,
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-- RoleDataName.InitRage,
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-- }
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local function buffRandomAction(random, target, buff)
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-- 检测被动技能对技能的加成
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@ -1,31 +1,6 @@
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local floor = math.floor
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local max = math.max
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local min = math.min
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--local RoleDataName = RoleDataName
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--local BattleLogic = BattleLogic
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--local BattleUtil = BattleUtil
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--local BattleEventName = BattleEventName
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--local BuffName = BuffName
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--属性编号
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-- local BattlePropList = {
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-- RoleDataName.Attack,
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-- RoleDataName.PhysicalDefence,
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-- RoleDataName.MagicDefence,
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-- RoleDataName.Speed,
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-- RoleDataName.DamageBocusFactor,
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-- RoleDataName.DamageReduceFactor,
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-- RoleDataName.Hit,
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-- RoleDataName.Dodge,
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-- RoleDataName.Crit,
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-- RoleDataName.CritDamageFactor,
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-- RoleDataName.TreatFacter,
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-- RoleDataName.MaxHp,
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-- RoleDataName.Hp,
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-- RoleDataName.CureFacter,
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-- RoleDataName.Tenacity,
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-- RoleDataName.InitRage,
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-- }
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PassiveManager = {}
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PassiveManager.passiveCountList = {
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[0] = {},
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@ -328,22 +303,7 @@ local passivityList = {
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--免疫[a]属性伤害。
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--a[属性类型]
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[15] = function(role, args)
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local pt = args[1]
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local elementDamageReduceFactor
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if pt == 1 then
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elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor
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elseif pt == 2 then
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elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor
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elseif pt == 3 then
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elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor
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elseif pt == 4 then
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elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor
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elseif pt == 5 then
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elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor
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elseif pt == 6 then
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elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor
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end
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role.data:AddValue(elementDamageReduceFactor, 10000)
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-- TODO:原有老被动已无法使用
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end,
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--发动技能后,[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。
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@ -1373,7 +1333,7 @@ local passivityList = {
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local OnPassiveCriting = function(crit,skill)
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BattleUtil.RandomAction(f1, function ()
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crit(role:GetRoleData(RoleDataName.CritDamageFactor)+f2)
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crit(role:GetRoleData(RoleDataName.CritDamageBonus)+f2)
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end)
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end
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role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting,nil,nil,role)
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@ -203,23 +203,52 @@ RoleDataName = {
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Hit = indexAdd(), --施法率(%)
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Dodge = indexAdd(), --后期基础施法率(%)
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Crit = indexAdd(), --暴击率(%)
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CritDamageFactor = indexAdd(), --暴击伤害系数(%)
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CritDamageBonus = indexAdd(), --暴击伤害系数(%)
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Tenacity = indexAdd(), --抗暴率(%)
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TreatFacter = indexAdd(), --治疗加成系数(%)
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CureFacter = indexAdd(),--受到治疗加成系数(%)
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TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%)
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TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%)
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FireDamageReduceFactor = indexAdd(), --火系伤害减免系数(%)
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WindDamageReduceFactor = indexAdd(), --风系伤害减免系数(%)
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IceDamageReduceFactor = indexAdd(), --冰系伤害减免系数(%)
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LandDamageReduceFactor = indexAdd(), --地系伤害减免系数(%)
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LightDamageReduceFactor = indexAdd(), --光系伤害减免系数(%)
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DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%)
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ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%)
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RenBonus = indexAdd(), --人系伤害加成
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FoBonus = indexAdd(), --佛系伤害加成
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YaoBonus = indexAdd(), --妖系伤害加成
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DaoBonus = indexAdd(), --道系伤害加成
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RenReduce = indexAdd(), --人系伤害减免
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FoReduce = indexAdd(), --佛系伤害减免
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YaoReduce = indexAdd(), --妖系伤害减免
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DaoReduce = indexAdd(), --道系伤害减免
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InitRage = indexAdd(), --初始怒气值
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CritDamageReduce = indexAdd(), --暴击伤害减免
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}
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-- 战斗表属性id对应战斗中属性数据
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BattlePropList = {
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RoleDataName.Attack,
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RoleDataName.PhysicalDefence,
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RoleDataName.MagicDefence,
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RoleDataName.Speed,
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RoleDataName.DamageBocusFactor,
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RoleDataName.DamageReduceFactor,
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RoleDataName.Hit,
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RoleDataName.Dodge,
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RoleDataName.Crit,
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RoleDataName.CritDamageBonus,
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RoleDataName.TreatFacter,
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RoleDataName.MaxHp,
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RoleDataName.Hp,
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RoleDataName.CureFacter,
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RoleDataName.Tenacity,
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RoleDataName.InitRage,
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RoleDataName.RenBonus,
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RoleDataName.FoBonus,
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RoleDataName.YaoBonus,
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RoleDataName.DaoBonus,
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RoleDataName.RenReduce,
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RoleDataName.FoReduce,
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RoleDataName.YaoReduce,
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RoleDataName.DaoReduce,
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RoleDataName.CritDamageReduce,
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}
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BuffName = {
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PropertyChange = 1,
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Control = 2,
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@ -302,27 +331,6 @@ skill6={100923,0.15,1.5,1,{260004,{126,0.48,2,4,1,0,4,12,0}}},
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}
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-- 战斗表属性id对应战斗中属性数据
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BattlePropList = {
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RoleDataName.Attack,
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RoleDataName.PhysicalDefence,
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RoleDataName.MagicDefence,
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RoleDataName.Speed,
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RoleDataName.DamageBocusFactor,
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RoleDataName.DamageReduceFactor,
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RoleDataName.Hit,
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RoleDataName.Dodge,
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RoleDataName.Crit,
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RoleDataName.CritDamageFactor,
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RoleDataName.TreatFacter,
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RoleDataName.MaxHp,
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RoleDataName.Hp,
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RoleDataName.CureFacter,
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RoleDataName.Tenacity,
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RoleDataName.InitRage,
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}
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CurseTypeName = {
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ShareDamage = 1,
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}
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@ -355,3 +363,17 @@ BattleArtFontType = {
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Shield = 2, --破盾文字
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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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@ -607,15 +607,6 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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bCrit = bCrit or false
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damageType = damageType or 0
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-- if atkRole.isTeam then
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-- --max(技能基础伤害*(1+已方异妖伤害加成-目标异妖伤害减免),30%×技能基础伤害)
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-- local arr = RoleManager.Query(function (r) return r.camp == atkRole.camp end)
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-- local n = 0
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-- for i=1, #arr do
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-- n = n + arr[i]:GetRoleData(RoleDataName.TeamDamageBocusFactor)
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-- end
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-- damage = floor(max(damage * (1 + n / #arr - defRole:GetRoleData(RoleDataName.TeamDamageReduceFactor)), 0.3 * damage))
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-- end
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-- 计算护盾减伤
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damage = BattleUtil.CalShield(atkRole, defRole, damage,skill)
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@ -990,14 +981,17 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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critDamageReduceFactor = max(BattleUtil.CountChangeList(critDamageReduceFactor, cl), 0)
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-- 计算额外暴击伤害
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critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor
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critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageBonus) - defRole:GetRoleData(RoleDataName.CritDamageReduce) - critDamageReduceFactor
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--加入被动效果 触发暴击被动
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local critFunc = function(critEx) critDamageFactor = critEx end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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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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local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor))
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-- 计算克制伤害系数
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local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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|
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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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local damageFunc = function(damage) fixDamage = damage end
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|
@ -1037,7 +1031,7 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill)
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--计算暴击
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if bCrit then
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--伤害有个+1.3 不知道干什么用的就给去了 by:wangxhenxing 2020/10/10 18:46
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critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageFactor)
|
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critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageBonus)
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end
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-- 基础伤害增加系数
|
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local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor)
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|
|
|
@ -243,29 +243,21 @@ function this.CalculateEquipWarForce(curEquip)
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|||
for index, prop in pairs(mainAttribute) do
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local id = prop.propertyId
|
||||
local value = prop.propertyValue
|
||||
--
|
||||
if propertyConfig[id].Style == 2 then
|
||||
value = value / 100
|
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end
|
||||
if addAllProVal[id] then
|
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addAllProVal[id] = addAllProVal[id] + value
|
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else
|
||||
addAllProVal[id] = value
|
||||
end
|
||||
end
|
||||
local powerEndVal = 0
|
||||
for i, v in pairs(addAllProVal) do
|
||||
if v > 0 then
|
||||
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
|
||||
if curProConfigData then
|
||||
if curProConfigData.Style == 1 then
|
||||
powerEndVal = powerEndVal + v * HeroManager.heroPropertyScore[i]
|
||||
else
|
||||
powerEndVal = powerEndVal + v / 100 * HeroManager.heroPropertyScore[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if curEquip and curEquip.Score > 0 then
|
||||
powerEndVal = powerEndVal + curEquip.Score
|
||||
addAllProVal[HeroProType.WarPower] = curEquip.Score
|
||||
end
|
||||
return math.floor(powerEndVal)
|
||||
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
|
||||
return powerEndVal
|
||||
end
|
||||
|
||||
-- 判断是否是新装备
|
||||
|
|
|
@ -128,24 +128,8 @@ function this.CalculateWarForceBase(curTalismanConFigData,heroPos)
|
|||
end
|
||||
end
|
||||
end
|
||||
local heroPropertyScore={}
|
||||
for i, v in ConfigPairs(propertyConfig) do
|
||||
heroPropertyScore[i]=v.Score
|
||||
end
|
||||
local powerEndVal=0
|
||||
for i, v in pairs(addAllProVal) do
|
||||
if v > 0 then
|
||||
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig,i)
|
||||
if curProConfigData then
|
||||
if curProConfigData.Style == 1 then
|
||||
powerEndVal=powerEndVal+v*heroPropertyScore[i]
|
||||
else
|
||||
powerEndVal=powerEndVal+v/100*heroPropertyScore[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return math.floor(powerEndVal)
|
||||
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
|
||||
return powerEndVal
|
||||
end
|
||||
end
|
||||
function this.GetAllTalismanByCondition(curTalismanData,upStarConFigData)
|
||||
|
|
|
@ -2165,56 +2165,59 @@ end
|
|||
function this.CalculateWarAllProVal(heroDid)
|
||||
local allEquipAddProVal = HeroPropManager.GetHeroProp(heroDid)--HeroManager.CalculateHeroAllProValList(1, heroDid, true)
|
||||
local allProVal = {}
|
||||
table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv)
|
||||
--等级
|
||||
table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp])
|
||||
table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv)
|
||||
--生命
|
||||
table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp])
|
||||
table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp])
|
||||
--最大生命
|
||||
table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack])
|
||||
table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp])
|
||||
--攻击力
|
||||
table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence])
|
||||
table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack])
|
||||
--护甲
|
||||
table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence])
|
||||
table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence])
|
||||
--魔抗
|
||||
table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed])
|
||||
table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence])
|
||||
--速度
|
||||
table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor])
|
||||
table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed])
|
||||
--伤害加成系数(%)
|
||||
table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor])
|
||||
table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor])
|
||||
--伤害减免系数(%)
|
||||
table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit])
|
||||
table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor])
|
||||
--命中率(%)
|
||||
table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge])
|
||||
table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit])
|
||||
--闪避率(%)
|
||||
table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor])
|
||||
table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge])
|
||||
--暴击率(%)
|
||||
table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor])
|
||||
table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor])
|
||||
--暴击伤害系数(%)
|
||||
table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
|
||||
table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor])
|
||||
--抗暴率(%)
|
||||
table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter])
|
||||
table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritFactor])
|
||||
--治疗加成系数(%)
|
||||
table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter])
|
||||
table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter])
|
||||
--受到治疗系数(%)
|
||||
table.insert(allProVal, 17, allEquipAddProVal[HeroProType.DifferDemonsBocusFactor])
|
||||
--异妖伤害加成系数(%)
|
||||
table.insert(allProVal, 18, allEquipAddProVal[HeroProType.DifferDemonsReduceFactor])
|
||||
--异妖减伤率(%)
|
||||
table.insert(allProVal, 19, allEquipAddProVal[HeroProType.FireDamageReduceFactor])
|
||||
--火系伤害减免系数(%)
|
||||
table.insert(allProVal, 20, allEquipAddProVal[HeroProType.WindDamageReduceFactor])
|
||||
--风系伤害减免系数(%)
|
||||
table.insert(allProVal, 21, allEquipAddProVal[HeroProType.WaterDamageReduceFactor])
|
||||
--冰系伤害减免系数(%)
|
||||
table.insert(allProVal, 22, allEquipAddProVal[HeroProType.LandDamageReduceFactor])
|
||||
--地系伤害减免系数(%)
|
||||
table.insert(allProVal, 23, allEquipAddProVal[HeroProType.LightDamageReduceFactor])
|
||||
--光系伤害减免系数(%)
|
||||
table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DarkDamageReduceFactor])
|
||||
--暗系伤害减免系数(%)
|
||||
table.insert(allProVal, 25, 0)
|
||||
--属性伤害加成系数(%)
|
||||
table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter])
|
||||
-- 人系伤害加成
|
||||
table.insert(allProVal, 17, allEquipAddProVal[HeroProType.RenBonus])
|
||||
-- 佛系伤害加成
|
||||
table.insert(allProVal, 18, allEquipAddProVal[HeroProType.FoBonus])
|
||||
-- 妖系伤害加成
|
||||
table.insert(allProVal, 19, allEquipAddProVal[HeroProType.YaoBonus])
|
||||
-- 道系伤害加成
|
||||
table.insert(allProVal, 20, allEquipAddProVal[HeroProType.DaoBonus])
|
||||
-- 人系伤害减免
|
||||
table.insert(allProVal, 21, allEquipAddProVal[HeroProType.RenReduce])
|
||||
-- 佛系伤害减免
|
||||
table.insert(allProVal, 22, allEquipAddProVal[HeroProType.FoReduce])
|
||||
-- 妖系伤害减免
|
||||
table.insert(allProVal, 23, allEquipAddProVal[HeroProType.YaoReduce])
|
||||
-- 道系伤害减免
|
||||
table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce])
|
||||
-- 怒气
|
||||
table.insert(allProVal, 25, allEquipAddProVal[HeroProType.InitRage])
|
||||
-- 爆伤减免
|
||||
table.insert(allProVal, 26, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
|
||||
|
||||
return allProVal
|
||||
end
|
||||
|
||||
|
|
|
@ -33,16 +33,16 @@ local function CalculateWarForce2(powerVal)
|
|||
end
|
||||
elseif propertyConfig[i].IfShow == 2 then
|
||||
-- 这里百分比数要转换成小数,用于计算战斗力
|
||||
HighPower = HighPower + v/100
|
||||
HighPower = HighPower + v/100*propertyConfig[i].Score
|
||||
end
|
||||
elseif v > 0 and i >= HeroProType.WarPower then
|
||||
elseif v > 0 and i == HeroProType.WarPower then
|
||||
extPower = extPower + v
|
||||
end
|
||||
end
|
||||
LogBlue_Prop("basePower: "..basePower)
|
||||
LogBlue_Prop("HighPower: "..HighPower)
|
||||
LogBlue_Prop("extPower: "..extPower)
|
||||
powerEndVal = basePower * (1 + HighPower / 2) + extPower
|
||||
powerEndVal = basePower * (1 + HighPower) + extPower
|
||||
return math.floor(powerEndVal)
|
||||
end
|
||||
|
||||
|
@ -89,8 +89,7 @@ function this.InitAllPower()
|
|||
end
|
||||
|
||||
|
||||
function this.CalPower(heroData, propList)
|
||||
-- return CalculateWarForce(propList)
|
||||
function this.CalPower(propList)
|
||||
return CalculateWarForce2(propList)
|
||||
end
|
||||
|
||||
|
@ -108,7 +107,7 @@ function this.GetHeroPower(dId, formationId, NoFuncProp)
|
|||
-- 重新计算人物属性
|
||||
local propList = HeroPropManager.GetHeroProp(dId, formationId, NoFuncProp)
|
||||
-- 计算战斗力
|
||||
local allPower = this.CalPower(heroData, propList)
|
||||
local allPower = this.CalPower(propList)
|
||||
-- 旧战斗力
|
||||
if HeroPropManager.IsDebug() and not NoFuncProp then
|
||||
-- local curHeroData = HeroManager.GetSingleHeroData(dId)
|
||||
|
|
|
@ -660,24 +660,8 @@ function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
|
|||
end
|
||||
end
|
||||
end
|
||||
local heroPropertyScore = {}
|
||||
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
|
||||
heroPropertyScore[i] = v.Score
|
||||
end
|
||||
local powerEndVal = 0
|
||||
for i, v in pairs(addAllProVal) do
|
||||
if v > 0 then
|
||||
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
|
||||
if curProConfigData then
|
||||
if curProConfigData.Style == 1 then
|
||||
powerEndVal = powerEndVal + v * heroPropertyScore[i]
|
||||
else
|
||||
powerEndVal = powerEndVal + v / 100 * heroPropertyScore[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return math.floor(powerEndVal)
|
||||
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
|
||||
return powerEndVal
|
||||
end
|
||||
end
|
||||
--获取宝物升级消耗
|
||||
|
|
Loading…
Reference in New Issue