Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
6f35ad19c2
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@ -4399,6 +4399,18 @@ local passivityList = {
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--
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--
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[225] = function()
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[225] = function()
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--王振兴添加
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local f1 = args[1]
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local pro1 = args[2]
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local ct1 = args[3]
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local maxNum = args[4]
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-- 紫+橙
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local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
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num = min(maxNum, num)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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end,
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end,
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@ -4656,6 +4668,7 @@ local passivityList = {
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-- 紫+橙
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-- 紫+橙
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local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
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local num = OutDataManager.GetOutData(role.camp, OutDataName.MisteryLiquidUsedTimes)
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num = min(maxNum, num)
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num = min(maxNum, num)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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BattleUtil.AddProp(role, pro1, f1 * num, ct1)
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end,
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end,
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@ -23,6 +23,7 @@ this.heroLvEnd = {}
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--3星=60,4=200,5=250 星级对应等级上限
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--3星=60,4=200,5=250 星级对应等级上限
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--this.heroLvBreakNum={}--3星=9000,4=60000,5=60000 星级对应突破系数
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--this.heroLvBreakNum={}--3星=9000,4=60000,5=60000 星级对应突破系数
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this.heroPropertyScore = {}
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this.heroPropertyScore = {}
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--每个属性评分
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--每个属性评分
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this.heroPosCount = 5
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this.heroPosCount = 5
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this.heroQuantityCount = 6
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this.heroQuantityCount = 6
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@ -74,6 +75,8 @@ end
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function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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local heroData = {}
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local heroData = {}
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heroData.soulPrintList = {}
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heroData.soulPrintList = {}
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--乘减属性集合
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heroData.MLSproList={}
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heroData.heroBackData = _msgHeroData
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heroData.heroBackData = _msgHeroData
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heroData.dynamicId = _msgHeroData.id
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heroData.dynamicId = _msgHeroData.id
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local _id = _msgHeroData.heroId
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local _id = _msgHeroData.heroId
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@ -887,7 +890,7 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
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if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
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if skillIds and #skillIds > 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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--单体加成 --单体等级限制加成 --团体加成 --减乘
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName)
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this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName,curHeroData)
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end
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end
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end
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end
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end
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end
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@ -1095,7 +1098,7 @@ local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upS
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end
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end
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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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--单体加成 --单体等级限制加成 --团体加成 --减乘
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds,teamCurPropertyName)
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this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds,teamCurPropertyName,curHeroData)
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end
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end
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return singleHeroProVal, lvProVal, allHeroProVal, specialProVal
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return singleHeroProVal, lvProVal, allHeroProVal, specialProVal
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end
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end
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@ -1251,7 +1254,7 @@ end
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---
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---
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---
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---
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function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName)
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function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName,curHeroData)
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
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this.allProVal[index].singleHeroProVal[k] = 0
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this.allProVal[index].singleHeroProVal[k] = 0
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this.allProVal[index].lvProVal[k] = 0
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this.allProVal[index].lvProVal[k] = 0
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@ -1270,7 +1273,8 @@ function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName)
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this.allProVal[index].specialProVal,
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this.allProVal[index].specialProVal,
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curSkillData.Value[1],
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curSkillData.Value[1],
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curSkillData.Value[2],
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curSkillData.Value[2],
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curSkillData.Value[3]
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curSkillData.Value[3],
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curHeroData
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)
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)
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elseif curSkillData.Type == 94 then
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elseif curSkillData.Type == 94 then
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this.GetProAndValByFormula(
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this.GetProAndValByFormula(
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@ -1392,6 +1396,11 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal
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elseif curProlGs == 4 then --公式 (百分比减a*(1-b))
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elseif curProlGs == 4 then --公式 (百分比减a*(1-b))
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--目前没有
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--目前没有
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--specialProVal
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--specialProVal
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local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
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local singleProInfo = {proId =curProConfig.PropertyId ,value = curProVal}
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if heroPro.MLSproList then
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table.insert(heroPro.MLSproList,singleProInfo)
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end
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else --171 无公式
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else --171 无公式
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local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
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local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId)
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if propertyConfig[curProConfig.PropertyId].Style == 1 then
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if propertyConfig[curProConfig.PropertyId].Style == 1 then
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@ -1702,7 +1711,18 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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--allAddProVal[k]=math.floor(allAddProVal[k]*0.1/(curHeroData.lv+10)/100)
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--allAddProVal[k]=math.floor(allAddProVal[k]*0.1/(curHeroData.lv+10)/100)
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end
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end
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end
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end
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--目前没有 王振兴加 最后计算个属性的乘减算
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if LengthOfTable(curHeroData.MLSproList)>0 then
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for k, v in pairs(curHeroData.MLSproList) do
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local mlsPro=curHeroData.MLSproList[k]
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if allAddProVal[mlsPro.proId] then
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local aaa=1-mlsPro.value
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local value=math.floor(allAddProVal[mlsPro.proId] * (1-mlsPro.value))
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allAddProVal[mlsPro.proId]=value
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end
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end
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end
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curHeroData.MLSproList={}
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--Log("allEquipScore "..allEquipScore)
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--Log("allEquipScore "..allEquipScore)
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--最后计算英雄战斗力
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--最后计算英雄战斗力
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if _type == 1 then
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if _type == 1 then
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