【克制属性】添加
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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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@ -316,18 +317,14 @@ HeroProType = {
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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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@ -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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@ -187,35 +187,63 @@ BattleMaxFrame = 1000000
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index = 0
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RoleDataName = {
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Level = indexAdd(), --等级
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Hp = indexAdd(), --生命
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MaxHp = indexAdd(), --最大生命
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Attack = indexAdd(), --攻击力
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PhysicalDefence = indexAdd(),--护甲
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MagicDefence = indexAdd(),--魔抗
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Speed = indexAdd(),--速度
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Level = indexAdd(), --等级
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Hp = indexAdd(), --生命
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MaxHp = indexAdd(), --最大生命
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Attack = indexAdd(), --攻击力
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PhysicalDefence = indexAdd(), --护甲
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MagicDefence = indexAdd(), --魔抗
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Speed = indexAdd(), --速度
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DamageBocusFactor = indexAdd(), --伤害加成系数(%)
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DamageReduceFactor = indexAdd(), --伤害减免系数(%)
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Hit = indexAdd(), --施法率(%)
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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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Crit = indexAdd(), --暴击率(%)
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CritDamageFactor = 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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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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}
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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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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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}
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BuffName = {
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PropertyChange = 1,
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Control = 2,
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@ -297,27 +325,6 @@ 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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@ -2165,56 +2165,56 @@ end
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function this.CalculateWarAllProVal(heroDid)
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local allEquipAddProVal = HeroPropManager.GetHeroProp(heroDid)--HeroManager.CalculateHeroAllProValList(1, heroDid, true)
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local allProVal = {}
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table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv)
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--等级
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table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp])
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table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv)
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--生命
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table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp])
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table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp])
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--最大生命
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table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack])
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table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp])
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--攻击力
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table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence])
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table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack])
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--护甲
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table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence])
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table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence])
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--魔抗
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table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed])
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table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence])
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--速度
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table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor])
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table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed])
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--伤害加成系数(%)
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table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor])
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table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor])
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--伤害减免系数(%)
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table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit])
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table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor])
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--命中率(%)
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table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge])
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table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit])
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--闪避率(%)
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table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor])
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table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge])
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--暴击率(%)
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table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor])
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table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor])
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--暴击伤害系数(%)
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table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
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table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor])
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--抗暴率(%)
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table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter])
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table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
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--治疗加成系数(%)
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table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter])
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table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter])
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--受到治疗系数(%)
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table.insert(allProVal, 17, allEquipAddProVal[HeroProType.DifferDemonsBocusFactor])
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--异妖伤害加成系数(%)
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table.insert(allProVal, 18, allEquipAddProVal[HeroProType.DifferDemonsReduceFactor])
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--异妖减伤率(%)
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table.insert(allProVal, 19, allEquipAddProVal[HeroProType.FireDamageReduceFactor])
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--火系伤害减免系数(%)
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table.insert(allProVal, 20, allEquipAddProVal[HeroProType.WindDamageReduceFactor])
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--风系伤害减免系数(%)
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table.insert(allProVal, 21, allEquipAddProVal[HeroProType.WaterDamageReduceFactor])
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--冰系伤害减免系数(%)
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table.insert(allProVal, 22, allEquipAddProVal[HeroProType.LandDamageReduceFactor])
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--地系伤害减免系数(%)
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table.insert(allProVal, 23, allEquipAddProVal[HeroProType.LightDamageReduceFactor])
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--光系伤害减免系数(%)
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table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DarkDamageReduceFactor])
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--暗系伤害减免系数(%)
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table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter])
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-- 人系伤害加成
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table.insert(allProVal, 17, allEquipAddProVal[HeroProType.RenBonus])
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-- 佛系伤害加成
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table.insert(allProVal, 18, allEquipAddProVal[HeroProType.FoBonus])
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-- 妖系伤害加成
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table.insert(allProVal, 19, allEquipAddProVal[HeroProType.YaoBonus])
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-- 道系伤害加成
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table.insert(allProVal, 20, allEquipAddProVal[HeroProType.DaoBonus])
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-- 人系伤害减免
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table.insert(allProVal, 21, allEquipAddProVal[HeroProType.RenReduce])
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-- 佛系伤害减免
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table.insert(allProVal, 22, allEquipAddProVal[HeroProType.FoReduce])
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-- 妖系伤害减免
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table.insert(allProVal, 23, allEquipAddProVal[HeroProType.YaoReduce])
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-- 道系伤害减免
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table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce])
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-- 怒气
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table.insert(allProVal, 25, 0)
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--属性伤害加成系数(%)
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return allProVal
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end
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