From fe13249728343d219b25cb4568abb3c7ee502832 Mon Sep 17 00:00:00 2001 From: gaoxin Date: Wed, 17 Nov 2021 16:01:14 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E4=BA=BA=E7=89=A9=E5=B1=9E=E6=80=A7?= =?UTF-8?q?=E3=80=91=E6=96=B0=E5=A2=9E=E7=88=86=E4=BC=A4=E5=87=8F=E5=85=8D?= =?UTF-8?q?=E5=B1=9E=E6=80=A7=EF=BC=8C=E6=88=98=E6=96=97=E9=80=82=E7=94=A8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Common/GlobalDefine.lua | 12 +++-------- .../~Lua/Modules/Battle/BattleManager.lua | 21 ++++++++++--------- .../Modules/Battle/Logic/Base/Passivity.lua | 2 +- .../Battle/Logic/Misc/BattleDefine.lua | 7 ++++--- .../Modules/Battle/Logic/Misc/BattleUtil.lua | 13 ++---------- .../~Lua/Modules/Hero/HeroManager.lua | 7 +++++-- 6 files changed, 26 insertions(+), 36 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index f023e243b7..feee310805 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -301,22 +301,17 @@ HeroProType = { PhysicalDefence = 3, --护甲 MagicDefence = 4, --魔抗 Speed = 5, --速度 + InitRage = 7, -- 初始怒气值 DamageBocusFactor = 51, --伤害加成百分比 DamageReduceFactor = 52, --伤害减免百分比 Hit = 53, --效果命中率 Dodge = 54, --效果抵抗率 CritFactor = 55, --暴击率 CritDamageFactor = 56, --暴伤 + AntiCritFactor = 60, --抗暴率 + AntiCritDamageFactor = 113, --暴击伤害减免 CureFacter = 57, --受到治疗系数 TreatFacter = 58, --治疗系数 - DifferDemonsReduceFactor = 59, --异妖减伤率 - AntiCritDamageFactor = 60, --抗暴率 - MaxHpPercentage = 61, --生命值百分比 - AttackPercentage = 62, --攻击力百分比 - MaxHpPercentage = 63, --生命值百分比 - PhysicalDefencePercentage = 64, --护甲百分比 - SpeedPercentage = 65, --速度百分比 - DifferDemonsBocusFactor = 66, --异妖伤害加成系数 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 @@ -326,7 +321,6 @@ HeroProType = { 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 } --异妖图片资源 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 894fd1f127..c681b7ae94 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -633,18 +633,19 @@ function this.GetMonsterPros(id, lv, star) table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%) table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%) table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%) - table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%) + table.insert(allProVal, 14, proList[HeroProType.AntiCritFactor] or 0) --抗暴率(%) table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1 table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1 - table.insert(allProVal, 17, 0) --异妖伤害加成系数(%) - table.insert(allProVal, 18, 0) --异妖减伤率(%) - table.insert(allProVal, 19, 0) --火系伤害减免系数(%) - table.insert(allProVal, 20, 0) --风系伤害减免系数(%) - table.insert(allProVal, 21, 0) --冰系伤害减免系数(%) - table.insert(allProVal, 22, 0) --地系伤害减免系数(%) - table.insert(allProVal, 23, 0) --光系伤害减免系数(%) - table.insert(allProVal, 24, 0) --暗系伤害减免系数(%) - table.insert(allProVal, 25, 0) + table.insert(allProVal, 17, proList[HeroProType.RenBonus] or 0) -- 灭人 + table.insert(allProVal, 18, proList[HeroProType.FoBonus] or 0) -- 灭佛 + table.insert(allProVal, 19, proList[HeroProType.YaoBonus] or 0) -- 灭妖 + table.insert(allProVal, 20, proList[HeroProType.DaoBonus] or 0) -- 灭道 + table.insert(allProVal, 21, proList[HeroProType.RenReduce] or 0) -- 抗人 + table.insert(allProVal, 22, proList[HeroProType.FoReduce] or 0) -- 抗佛 + table.insert(allProVal, 23, proList[HeroProType.YaoReduce] or 0) -- 抗妖 + table.insert(allProVal, 24, proList[HeroProType.DaoReduce] or 0) -- 抗道 + table.insert(allProVal, 25, proList[HeroProType.InitRage] or 0) -- 初始怒气 + table.insert(allProVal, 26, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免 local pros = table.concat(allProVal, "#") return pros end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 438a9a89a0..37197197a8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1333,7 +1333,7 @@ local passivityList = { local OnPassiveCriting = function(crit,skill) BattleUtil.RandomAction(f1, function () - crit(role:GetRoleData(RoleDataName.CritDamageFactor)+f2) + crit(role:GetRoleData(RoleDataName.CritDamageBonus)+f2) end) end role.Event:AddEvent(BattleEventName.PassiveCriting, OnPassiveCriting,nil,nil,role) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index ded488dcfc..86a3b106f5 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -199,7 +199,7 @@ RoleDataName = { Hit = indexAdd(), --施法率(%) Dodge = indexAdd(), --后期基础施法率(%) Crit = indexAdd(), --暴击率(%) - CritDamageFactor = indexAdd(), --暴击伤害系数(%) + CritDamageBonus = indexAdd(), --暴击伤害系数(%) Tenacity = indexAdd(), --抗暴率(%) TreatFacter = indexAdd(), --治疗加成系数(%) CureFacter = indexAdd(),--受到治疗加成系数(%) @@ -212,7 +212,7 @@ RoleDataName = { YaoReduce = indexAdd(), --妖系伤害减免 DaoReduce = indexAdd(), --道系伤害减免 InitRage = indexAdd(), --初始怒气值 - + CritDamageReduce = indexAdd(), --暴击伤害减免 } -- 战斗表属性id对应战斗中属性数据 @@ -226,7 +226,7 @@ BattlePropList = { RoleDataName.Hit, RoleDataName.Dodge, RoleDataName.Crit, - RoleDataName.CritDamageFactor, + RoleDataName.CritDamageBonus, RoleDataName.TreatFacter, RoleDataName.MaxHp, RoleDataName.Hp, @@ -241,6 +241,7 @@ BattlePropList = { RoleDataName.FoReduce, RoleDataName.YaoReduce, RoleDataName.DaoReduce, + RoleDataName.CritDamageReduce, } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 74b94544ee..44b8e184a9 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -607,15 +607,6 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy bCrit = bCrit or false damageType = damageType or 0 - -- if atkRole.isTeam then - -- --max(技能基础伤害*(1+已方异妖伤害加成-目标异妖伤害减免),30%×技能基础伤害) - -- local arr = RoleManager.Query(function (r) return r.camp == atkRole.camp end) - -- local n = 0 - -- for i=1, #arr do - -- n = n + arr[i]:GetRoleData(RoleDataName.TeamDamageBocusFactor) - -- end - -- damage = floor(max(damage * (1 + n / #arr - defRole:GetRoleData(RoleDataName.TeamDamageReduceFactor)), 0.3 * damage)) - -- end -- 计算护盾减伤 damage = BattleUtil.CalShield(atkRole, defRole, damage,skill) @@ -972,7 +963,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i critDamageReduceFactor = max(BattleUtil.CountChangeList(critDamageReduceFactor, cl), 0) -- 计算额外暴击伤害 - critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageFactor) - critDamageReduceFactor + critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageBonus) - defRole:GetRoleData(RoleDataName.CritDamageReduce) - critDamageReduceFactor --加入被动效果 触发暴击被动 local critFunc = function(critEx) critDamageFactor = critEx end atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill) @@ -1019,7 +1010,7 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill) --计算暴击 if bCrit then --伤害有个+1.3 不知道干什么用的就给去了 by:wangxhenxing 2020/10/10 18:46 - critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageFactor) + critDamageFactor = 1.3 + castRole:GetRoleData(RoleDataName.CritDamageBonus) end -- 基础伤害增加系数 local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor) diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index d1ad8e6389..a5595afef8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -2192,7 +2192,7 @@ function this.CalculateWarAllProVal(heroDid) --暴击伤害系数(%) table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor]) --抗暴率(%) - table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritDamageFactor]) + table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritFactor]) --治疗加成系数(%) table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter]) --受到治疗系数(%) @@ -2214,7 +2214,10 @@ function this.CalculateWarAllProVal(heroDid) -- 道系伤害减免 table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce]) -- 怒气 - table.insert(allProVal, 25, 0) + table.insert(allProVal, 25, allEquipAddProVal[HeroProType.InitRage]) + -- 爆伤减免 + table.insert(allProVal, 26, allEquipAddProVal[HeroProType.AntiCritDamageFactor]) + return allProVal end