Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-07-23 12:47:22 +08:00
commit 6f35ad19c2
4 changed files with 38 additions and 5 deletions

View File

@ -4399,7 +4399,19 @@ local passivityList = {
--
[225] = function()
--王振兴添加
local f1 = args[1]
local pro1 = args[2]
local ct1 = args[3]
local maxNum = args[4]
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
num = min(maxNum, num)
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
end,
-- 斩杀生命低于[a]的敌人
@ -4656,6 +4668,7 @@ local passivityList = {
-- 紫+橙
local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
num = min(maxNum, num)
BattleUtil.AddProp(role, pro1, f1 * num, ct1)
end,

View File

@ -23,6 +23,7 @@ this.heroLvEnd = {}
--3星=60,4=200,5=250 星级对应等级上限
--this.heroLvBreakNum={}--3星=9000,4=60000,5=60000 星级对应突破系数
this.heroPropertyScore = {}
--每个属性评分
this.heroPosCount = 5
this.heroQuantityCount = 6
@ -74,6 +75,8 @@ end
function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
local heroData = {}
heroData.soulPrintList = {}
--乘减属性集合
heroData.MLSproList={}
heroData.heroBackData = _msgHeroData
heroData.dynamicId = _msgHeroData.id
local _id = _msgHeroData.heroId
@ -887,7 +890,7 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
--单体加成 --单体等级限制加成 --团体加成 --减乘
singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName)
this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName,curHeroData)
end
end
end
@ -1095,7 +1098,7 @@ local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upS
end
--单体加成 --单体等级限制加成 --团体加成 --减乘
singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds,teamCurPropertyName)
this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds,teamCurPropertyName,curHeroData)
end
return singleHeroProVal, lvProVal, allHeroProVal, specialProVal
end
@ -1251,7 +1254,7 @@ end
---
---
function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName)
function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName,curHeroData)
for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
this.allProVal[index].singleHeroProVal[k] = 0
this.allProVal[index].lvProVal[k] = 0
@ -1270,7 +1273,8 @@ function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName)
this.allProVal[index].specialProVal,
curSkillData.Value[1],
curSkillData.Value[2],
curSkillData.Value[3]
curSkillData.Value[3],
curHeroData
)
elseif curSkillData.Type == 94 then
this.GetProAndValByFormula(
@ -1392,6 +1396,11 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal
elseif curProlGs == 4 then --公式 百分比减a*(1-b)
--目前没有
--specialProVal
local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
local singleProInfo = {proId =curProConfig.PropertyId ,value = curProVal}
if heroPro.MLSproList then
table.insert(heroPro.MLSproList,singleProInfo)
end
else --171 无公式
local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
if propertyConfig[curProConfig.PropertyId].Style == 1 then
@ -1702,7 +1711,18 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
--allAddProVal[k]=math.floor(allAddProVal[k]*0.1/(curHeroData.lv+10)/100)
end
end
--目前没有 王振兴加 最后计算个属性的乘减算
if LengthOfTable(curHeroData.MLSproList)>0 then
for k, v in pairs(curHeroData.MLSproList) do
local mlsPro=curHeroData.MLSproList[k]
if allAddProVal[mlsPro.proId] then
local aaa=1-mlsPro.value
local value=math.floor(allAddProVal[mlsPro.proId] * (1-mlsPro.value))
allAddProVal[mlsPro.proId]=value
end
end
end
curHeroData.MLSproList={}
--Log("allEquipScore "..allEquipScore)
--最后计算英雄战斗力
if _type == 1 then

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