【克制属性】添加

dev_chengFeng
gaoxin 2021-11-16 16:59:59 +08:00
parent 6e2deee6f1
commit ce5042eb86
5 changed files with 91 additions and 147 deletions

View File

@ -30,7 +30,8 @@ SDKSubMitType = {
TYPE_EXIT_GAME = 5,
TYPE_ENTER_COPY = 6,
TYPE_EXIT_COPY = 7,
TYPE_VIP_LEVELUP = 8
TYPE_VIP_LEVELUP = 8,
TYPE_CHANGE_NAME = 9
}
SDK_RESULT = {
@ -316,18 +317,14 @@ HeroProType = {
PhysicalDefencePercentage = 64, --护甲百分比
SpeedPercentage = 65, --速度百分比
DifferDemonsBocusFactor = 66, --异妖伤害加成系数
FireDamageBonusFactor = 101, --火攻(%
WindDamageBonusFactor = 102, --风攻(%
WaterDamageBonusFactor = 103, --水攻(%
LandDamageBonusFactor = 104, --地攻(%
LightDamageBonusFactor = 105, --光攻(%
DarkDamageBonusFactor = 106, --暗攻(%
FireDamageReduceFactor = 107, --火抗(%
WindDamageReduceFactor = 108, --风抗(%
WaterDamageReduceFactor = 109, --水抗(%
LandDamageReduceFactor = 110, --地抗(%
LightDamageReduceFactor = 111, --光抗(%
DarkDamageReduceFactor = 112, --暗抗(%
RenBonus = 101, --对人杰阵营神将造成伤害时获得的伤害加成
FoBonus = 102, --对佛禅阵营神将造成伤害时获得的伤害加成
YaoBonus = 103, --对妖灵阵营神将造成伤害时获得的伤害加成
DaoBonus = 104, --对道玄阵营神将造成伤害时获得的伤害加成
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
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
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
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
WarPower = 1000, --英雄战斗力(获取英雄属性时会用到)
InitRage = 200, -- 初始怒气值
}

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@ -5,26 +5,6 @@ local max = math.max
--local BattleLogic = BattleLogic
--local BattleUtil = BattleUtil
--属性编号
-- local BattlePropList = {
-- RoleDataName.Attack,
-- RoleDataName.PhysicalDefence,
-- RoleDataName.MagicDefence,
-- RoleDataName.Speed,
-- RoleDataName.DamageBocusFactor,
-- RoleDataName.DamageReduceFactor,
-- RoleDataName.Hit,
-- RoleDataName.Dodge,
-- RoleDataName.Crit,
-- RoleDataName.CritDamageFactor,
-- RoleDataName.TreatFacter,
-- RoleDataName.MaxHp,
-- RoleDataName.Hp,
-- RoleDataName.CureFacter,
-- RoleDataName.Tenacity,
-- RoleDataName.InitRage,
-- }
local function buffRandomAction(random, target, buff)
-- 检测被动技能对技能的加成

View File

@ -1,31 +1,6 @@
local floor = math.floor
local max = math.max
local min = math.min
--local RoleDataName = RoleDataName
--local BattleLogic = BattleLogic
--local BattleUtil = BattleUtil
--local BattleEventName = BattleEventName
--local BuffName = BuffName
--属性编号
-- local BattlePropList = {
-- RoleDataName.Attack,
-- RoleDataName.PhysicalDefence,
-- RoleDataName.MagicDefence,
-- RoleDataName.Speed,
-- RoleDataName.DamageBocusFactor,
-- RoleDataName.DamageReduceFactor,
-- RoleDataName.Hit,
-- RoleDataName.Dodge,
-- RoleDataName.Crit,
-- RoleDataName.CritDamageFactor,
-- RoleDataName.TreatFacter,
-- RoleDataName.MaxHp,
-- RoleDataName.Hp,
-- RoleDataName.CureFacter,
-- RoleDataName.Tenacity,
-- RoleDataName.InitRage,
-- }
PassiveManager = {}
PassiveManager.passiveCountList = {
[0] = {},
@ -328,22 +303,7 @@ local passivityList = {
--免疫[a]属性伤害。
--a[属性类型]
[15] = function(role, args)
local pt = args[1]
local elementDamageReduceFactor
if pt == 1 then
elementDamageReduceFactor = RoleDataName.FireDamageReduceFactor
elseif pt == 2 then
elementDamageReduceFactor = RoleDataName.WindDamageReduceFactor
elseif pt == 3 then
elementDamageReduceFactor = RoleDataName.IceDamageReduceFactor
elseif pt == 4 then
elementDamageReduceFactor = RoleDataName.LandDamageReduceFactor
elseif pt == 5 then
elementDamageReduceFactor = RoleDataName.LightDamageReduceFactor
elseif pt == 6 then
elementDamageReduceFactor = RoleDataName.DarkDamageReduceFactor
end
role.data:AddValue(elementDamageReduceFactor, 10000)
-- TODO:原有老被动已无法使用
end,
--发动技能后,[a]的概率将[b]*[c]算作[d]计算,持续[e]秒。

View File

@ -187,35 +187,63 @@ BattleMaxFrame = 1000000
index = 0
RoleDataName = {
Level = indexAdd(), --等级
Hp = indexAdd(), --生命
MaxHp = indexAdd(), --最大生命
Attack = indexAdd(), --攻击力
PhysicalDefence = indexAdd(),--护甲
MagicDefence = indexAdd(),--魔抗
Speed = indexAdd(),--速度
Level = indexAdd(), --等级
Hp = indexAdd(), --生命
MaxHp = indexAdd(), --最大生命
Attack = indexAdd(), --攻击力
PhysicalDefence = indexAdd(), --护甲
MagicDefence = indexAdd(), --魔抗
Speed = indexAdd(), --速度
DamageBocusFactor = indexAdd(), --伤害加成系数(%
DamageReduceFactor = indexAdd(), --伤害减免系数(%
Hit = indexAdd(), --施法率(%
Hit = indexAdd(), --施法率(%
Dodge = indexAdd(), --后期基础施法率(%
Crit = indexAdd(), --暴击率(%
Crit = indexAdd(), --暴击率(%
CritDamageFactor = indexAdd(), --暴击伤害系数(%
Tenacity = indexAdd(), --抗暴率(%
TreatFacter = indexAdd(),--治疗加成系数(%
TreatFacter = indexAdd(), --治疗加成系数(%
CureFacter = indexAdd(),--受到治疗加成系数(%
TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%
TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%
FireDamageReduceFactor = indexAdd(), --火系伤害减免系数(%
WindDamageReduceFactor = indexAdd(), --风系伤害减免系数(%
IceDamageReduceFactor = indexAdd(), --冰系伤害减免系数(%
LandDamageReduceFactor = indexAdd(), --地系伤害减免系数(%
LightDamageReduceFactor = indexAdd(), --光系伤害减免系数(%
DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%
ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%
RenBonus = indexAdd(), --人系伤害加成
FoBonus = indexAdd(), --佛系伤害加成
YaoBonus = indexAdd(), --妖系伤害加成
DaoBonus = indexAdd(), --道系伤害加成
RenReduce = indexAdd(), --人系伤害减免
FoReduce = indexAdd(), --佛系伤害减免
YaoReduce = indexAdd(), --妖系伤害减免
DaoReduce = indexAdd(), --道系伤害减免
InitRage = indexAdd(), --初始怒气值
}
-- 战斗表属性id对应战斗中属性数据
BattlePropList = {
RoleDataName.Attack,
RoleDataName.PhysicalDefence,
RoleDataName.MagicDefence,
RoleDataName.Speed,
RoleDataName.DamageBocusFactor,
RoleDataName.DamageReduceFactor,
RoleDataName.Hit,
RoleDataName.Dodge,
RoleDataName.Crit,
RoleDataName.CritDamageFactor,
RoleDataName.TreatFacter,
RoleDataName.MaxHp,
RoleDataName.Hp,
RoleDataName.CureFacter,
RoleDataName.Tenacity,
RoleDataName.InitRage,
RoleDataName.RenBonus,
RoleDataName.FoBonus,
RoleDataName.YaoBonus,
RoleDataName.DaoBonus,
RoleDataName.RenReduce,
RoleDataName.FoReduce,
RoleDataName.YaoReduce,
RoleDataName.DaoReduce,
}
BuffName = {
PropertyChange = 1,
Control = 2,
@ -297,27 +325,6 @@ skill6={100923,0.15,1.5,1,{260004,{126,0.48,2,4,1,0,4,12,0}}},
}
-- 战斗表属性id对应战斗中属性数据
BattlePropList = {
RoleDataName.Attack,
RoleDataName.PhysicalDefence,
RoleDataName.MagicDefence,
RoleDataName.Speed,
RoleDataName.DamageBocusFactor,
RoleDataName.DamageReduceFactor,
RoleDataName.Hit,
RoleDataName.Dodge,
RoleDataName.Crit,
RoleDataName.CritDamageFactor,
RoleDataName.TreatFacter,
RoleDataName.MaxHp,
RoleDataName.Hp,
RoleDataName.CureFacter,
RoleDataName.Tenacity,
RoleDataName.InitRage,
}
CurseTypeName = {
ShareDamage = 1,
}

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@ -2165,56 +2165,56 @@ 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.AntiCritDamageFactor])
--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, 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, 0)
--属性伤害加成系数(%
return allProVal
end