【新战力计算】 魂印 公会技能
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3275e46515
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f1a296ec06
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@ -28,6 +28,8 @@ function this.InitData(msg)
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this.InitSingleData(msg.skill[i].type,j,curLv)
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this.InitSingleData(msg.skill[i].type,j,curLv)
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end
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end
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end
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end
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--设置战斗力脏数据
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.GuildSkill)
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end
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end
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--连续升级后端回复 更新前端等级
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--连续升级后端回复 更新前端等级
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function this.LongLvUpClickBackFun(msg)
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function this.LongLvUpClickBackFun(msg)
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@ -118,7 +118,6 @@ function GuildSkillUpLvPopup:BindEvent()
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GuildSkillManager.ResetGuildSkillData(curIndexChangeFun[curIndex])
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GuildSkillManager.ResetGuildSkillData(curIndexChangeFun[curIndex])
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this.OnClickTabBtn(curIndex,true)
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this.OnClickTabBtn(curIndex,true)
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this.RefreshTabRedPoint()
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this.RefreshTabRedPoint()
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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oldWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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oldWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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end)
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end)
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end)
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end)
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@ -303,10 +302,8 @@ function this.LongLvUpClick(oldLv)
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newWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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newWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPowerValue ~= newWarPowerValue then
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if oldWarPowerValue ~= newWarPowerValue then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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oldWarPowerValue = newWarPowerValue
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oldWarPowerValue = newWarPowerValue
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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end)
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end)
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end
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end
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--升级按钮点击事件处理
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--升级按钮点击事件处理
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@ -344,10 +341,9 @@ function this.LvUpClick(isSingleLvUp)
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newWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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newWarPowerValue = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPowerValue ~= newWarPowerValue then
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if oldWarPowerValue ~= newWarPowerValue then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPowerValue,newValue = newWarPowerValue})
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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oldWarPowerValue = newWarPowerValue
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oldWarPowerValue = newWarPowerValue
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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Game.GlobalEvent:DispatchEvent()
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-- CheckRedPointStatus(RedPointType.Guild_Skill)
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-- CheckRedPointStatus(RedPointType.Guild_Skill)
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end)
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end)
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else
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else
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@ -514,7 +514,7 @@ function this.UpdateSingleHeroDatas(heroDId, heroLv, heroStar, breakId, upStarId
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)
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)
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PlayerManager.SetHeroHandBookListData(heroDatas[heroDId].id, heroDatas[heroDId].star)
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PlayerManager.SetHeroHandBookListData(heroDatas[heroDId].id, heroDatas[heroDId].star)
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end
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end
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--设置战斗力脏数据
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-- 英雄基础数据变化
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-- 英雄基础数据变化
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HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.Base)
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HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.Base)
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HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.PassiveSkill)
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HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.PassiveSkill)
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@ -2573,6 +2573,8 @@ function this.AddSoulPrintUpHeroDynamicId(heroDid, soulPrintSid, soulPrintPos)
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local singleSoulPrint = {equipId = soulPrintSid, position = soulPrintPos}
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local singleSoulPrint = {equipId = soulPrintSid, position = soulPrintPos}
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table.insert(heroDatas[heroDid].soulPrintList, singleSoulPrint)
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table.insert(heroDatas[heroDid].soulPrintList, singleSoulPrint)
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SoulPrintManager.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
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SoulPrintManager.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
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--设置战斗力脏数据
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HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.SoulPrint)
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end
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end
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end
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end
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--删除魂印装备的英雄did
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--删除魂印装备的英雄did
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@ -2582,6 +2584,8 @@ function this.DelSoulPrintUpHeroDynamicId(heroDid, soulPrintSid)
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if heroDatas[heroDid].soulPrintList[i] and heroDatas[heroDid].soulPrintList[i].equipId == soulPrintSid then
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if heroDatas[heroDid].soulPrintList[i] and heroDatas[heroDid].soulPrintList[i].equipId == soulPrintSid then
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table.remove(heroDatas[heroDid].soulPrintList, i)
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table.remove(heroDatas[heroDid].soulPrintList, i)
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SoulPrintManager.DelSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
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SoulPrintManager.DelSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
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--设置战斗力脏数据
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HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.SoulPrint)
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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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@ -10,7 +10,7 @@ local propToSS = {}
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local function CalculateWarForce(powerVal)
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local function CalculateWarForce(powerVal)
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local powerEndVal = 0
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local powerEndVal = 0
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for i, v in pairs(powerVal) do
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for i, v in pairs(powerVal) do
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if v > 0 then
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if v > 0 and i < HeroProType.WarPower then
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if not propToSS[i] then
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if not propToSS[i] then
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propToSS[i] = {Style = propertyConfig[i].Style, Score = propertyConfig[i].Score, TargetPropertyId = propertyConfig[i].TargetPropertyId}
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propToSS[i] = {Style = propertyConfig[i].Style, Score = propertyConfig[i].Score, TargetPropertyId = propertyConfig[i].TargetPropertyId}
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end
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end
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@ -21,6 +21,8 @@ local function CalculateWarForce(powerVal)
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power = power / 100
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power = power / 100
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end
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end
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powerEndVal = powerEndVal + power
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powerEndVal = powerEndVal + power
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elseif v > 0 and i >= HeroProType.WarPower then
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powerEndVal = powerEndVal + v
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end
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end
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end
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end
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return math.floor(powerEndVal)
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return math.floor(powerEndVal)
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@ -85,13 +87,17 @@ function this.CalPower(heroData, propList)
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-- 将百分比加成计算到人物身上
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-- 将百分比加成计算到人物身上
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for k, v in pairs(propList) do
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for k, v in pairs(propList) do
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if not propToSS[k] then
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if k < HeroProType.WarPower then
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local config = propertyConfig[k]
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if not propToSS[k] then
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propToSS[k] = {Style = config.Style, Score = config.Score, TargetPropertyId = config.TargetPropertyId}
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local config = propertyConfig[k]
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end
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propToSS[k] = {Style = config.Style, Score = config.Score, TargetPropertyId = config.TargetPropertyId}
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local tpId = propToSS[k].TargetPropertyId
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end
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if propList[k] > 0 and tpId > 0 then
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local tpId = propToSS[k].TargetPropertyId
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propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000)
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if propList[k] > 0 and tpId > 0 then
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propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000)
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end
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else
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propList[k] = v
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end
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end
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end
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end
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LogPinkTable(propList)
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LogPinkTable(propList)
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@ -410,9 +410,58 @@ Hero_Prop_Func = {
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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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local allAddProVal = {}
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-- local allAddProVal = {}
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allAddProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
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-- allAddProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
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return allAddProVal
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-- return allAddProVal
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local addAllProVal = {}
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local propList, conPropList, teamPropList, conTeamPropList, dePropList
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local allPassiveSkill = {}
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local curHeroData =_heroData
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if curHeroData then
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if(table.nums(curHeroData.soulPrintList) >= 1) then
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for i = 1, #curHeroData.soulPrintList do
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local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
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if cursoulPrintConfig then
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--基础属性计算
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local soulPrintPropertyList = cursoulPrintConfig.Property
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if soulPrintPropertyList and #soulPrintPropertyList > 0 then
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for i,v in pairs(soulPrintPropertyList) do
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if(addAllProVal[v[1]]) then
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addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
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else
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addAllProVal[v[1]]=v[2]
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end
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end
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end
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--被动技能计算
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if cursoulPrintConfig.PassiveSkill and #cursoulPrintConfig.PassiveSkill > 0 then
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for j = 1, #cursoulPrintConfig.PassiveSkill do
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table.insert(allPassiveSkill,cursoulPrintConfig.PassiveSkill[j])
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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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--被动技能计算
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if allPassiveSkill and #allPassiveSkill > 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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propList, conPropList, teamPropList, conTeamPropList, dePropList = PassiveListToPropList(allPassiveSkill)
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end
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if propList and LengthOfTable(propList) > 0 then
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for i,v in pairs(propList) do
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if addAllProVal[i] then
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addAllProVal[i] = addAllProVal[i] + v
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else
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addAllProVal[i] = v
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end
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end
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end
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addAllProVal[HeroProType.WarPower] = allSoulPrintAddWarPowerVal
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return addAllProVal, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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end,
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@ -528,7 +528,11 @@ function this.EquipWearRequest(_heroId, _equipIds,_type, func)
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--msg:ParseFromString(data)
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--msg:ParseFromString(data)
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--设置战斗力脏数据
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--设置战斗力脏数据
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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if _type == 1 then
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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else
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.EquipTreasure)
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end
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if func then
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if func then
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func(msg)
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func(msg)
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end
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end
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@ -548,7 +552,11 @@ function this.EquipUnLoadOptRequest(_heroId, _equipIds, _type,func)
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--msg:ParseFromString(data)
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--msg:ParseFromString(data)
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--设置战斗力脏数据
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--设置战斗力脏数据
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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if _type == 1 then
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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else
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.EquipTreasure)
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end
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if func then
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if func then
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func(msg)
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func(msg)
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end
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end
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@ -3871,6 +3879,9 @@ function NetManager.SinGleGuildSkillUpLv(profession,beforeLevel,afterLevel,func)
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if func then
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if func then
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func(msg)
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func(msg)
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end
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end
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--设置战斗力脏数据
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.GuildSkill)
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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end)
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end)
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end
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end
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--公会技能重置
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--公会技能重置
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@ -3885,6 +3896,9 @@ function NetManager.ResetGuildSkillRequest(type,func)
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if func then
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if func then
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func(msg)
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func(msg)
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end
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end
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--设置战斗力脏数据
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.GuildSkill)
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Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
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end)
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end)
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end
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end
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