【四象心法】添加技能属性加成脚本
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@ -43,9 +43,9 @@ function this:OnShow(_parent,...)
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index=index+1
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local skillText=textObj:GetComponent("Text")
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if configInfo.Star==professionLv then
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skillText.text=string.format("<color=#18FF00>%s级:所有%s神将%s</color>",fourQuadConfigArr[i].Star,professionName,passiveSkillConfig.Desc)
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skillText.text=string.format("<color=#18FF00>%s级:%s</color>",fourQuadConfigArr[i].Star,passiveSkillConfig.Desc)
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else
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skillText.text=string.format("<color=#AEBEB6>%s级:所有%s神将%s</color>",fourQuadConfigArr[i].Star,professionName,passiveSkillConfig.Desc)
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skillText.text=string.format("<color=#AEBEB6>%s级:%s</color>",fourQuadConfigArr[i].Star,passiveSkillConfig.Desc)
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end
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textObj.gameObject:SetActive(true)
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end
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@ -502,6 +502,7 @@ function this.HeroCalculateFourQuaWarForce(_professionId)
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end
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end
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end
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--计算共鸣属性加成
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if this.GetFourQuadrantGongmingLv()>0 then
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local fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",this.GetFourQuadrantGongmingLv())
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for i = 1, #fourQuadConfig.PropResonance do
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@ -513,6 +514,15 @@ function this.HeroCalculateFourQuaWarForce(_professionId)
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end
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end
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end
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-- 计算技能属性加成
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for key,value in pairs(this.FourQuadrantData) do
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if value.level>0 then
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local fourQuadConfig = ConfigManager.GetConfigDataByKey(ConfigName.FourQuadrantConfig,"Star",value.level)
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local professionSkillAdd=fourQuadConfig.Skill[key]
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addAllProVal[professionSkillAdd[1]]=professionSkillAdd[2]
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end
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end
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return addAllProVal
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end
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