back_recharge
parent
3f69e112d8
commit
2c098f4db0
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@ -450,6 +450,11 @@ function BattleLogic.SetRoleDebug(uid, isDebug)
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end
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end
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--Record专用
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function BattleLogic.GetRecord()
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return record
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end
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--Record专用
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function BattleLogic.RecordSeed(seed)
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table.insert(record, string.format("frame:%d, seed:%d", curFrame, seed))
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@ -31,31 +31,6 @@ function BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
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local atkData, defData = atkRole.data, defRole.data
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if not baseFactor then baseFactor = 1 end
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local elementDamage, elementReduce = 0
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if skillAttribute == 0 then --无属性
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elementDamage = 0
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elementReduce = 0
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elseif skillAttribute == 1 then --火系
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elementDamage = atkData:GetData(RoleDataName.FireDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.FireDamageReduceFactor)
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elseif skillAttribute == 2 then --风系
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elementDamage = atkData:GetData(RoleDataName.WindDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.WindDamageReduceFactor)
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elseif skillAttribute == 3 then --水系
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elementDamage = atkData:GetData(RoleDataName.IceDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.IceDamageReduceFactor)
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elseif skillAttribute == 4 then --地系
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elementDamage = atkData:GetData(RoleDataName.LandDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.LandDamageReduceFactor)
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elseif skillAttribute == 5 then --光系
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elementDamage = atkData:GetData(RoleDataName.LightDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.LightDamageReduceFactor)
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elseif skillAttribute == 6 then --暗系
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elementDamage = atkData:GetData(RoleDataName.DarkDamageBocusFactor)
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elementReduce = defData:GetData(RoleDataName.DarkDamageReduceFactor)
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end
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--伤害 =(基础伤害*(1+己伤害加成-目标伤害减免)*(1+己方属性伤害加成-目标属性伤害减免),10%*己攻)
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local damage = baseDamage * baseFactor *
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(1 + atkData:GetData(RoleDataName.DamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DamageReduceFactor)) *
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@ -708,7 +708,7 @@ public class MapLogic {
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}
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// frames = "14#1#0|132#2#3|152#2#5|178#3#2|219#2#4|260#3#1|287#2#2|312#3#5|467#1#1";
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frames ="";
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// frames ="";
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LuaValue getFightData = FightDataUtil.getFinalFightData(fightTeamInfo,monsterTeamList);
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// LuaValue getFightData = FightDataUtil.getTestFightData();
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LuaValue getOptionData = FightDataUtil.getOptionData(frames);
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@ -716,8 +716,8 @@ public class MapLogic {
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int[] checkResult = CheckFight.getInstance().checkFight(seed, getFightData, getOptionData);
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//校验结果码 1:胜利
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int resultCode = checkResult[0];
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if (resultCode ==1){
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MessageUtil.sendErrorResponse(session,0, messageType.getNumber(), "特殊处理-->战斗成功");
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if (resultCode !=1){
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MessageUtil.sendErrorResponse(session,0, messageType.getNumber(), "战斗失败");
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return;
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}
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@ -728,9 +728,9 @@ public class MapLogic {
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hero.setCurHp(checkResult[teamPosHeroInfo.getPosition()]);
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}
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List<Integer> remainHp = new ArrayList<>();
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List<Integer> remainHp = new ArrayList<>(5);
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for (int i = 1; i < checkResult.length; i++) {
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remainHp.set(i,checkResult[i]);
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remainHp.add(checkResult[i]);
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}
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CommonProto.Drop.Builder drop = ItemUtil.drop(user, sMonsterGroup.getRewardgroup(), 1, 1);
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@ -42,14 +42,14 @@ public class HeroLogic {
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transTemplate.add(HeroAttributeEnum.TreatFacter.getPropertyId()); // 治疗加成系数
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transTemplate.add(HeroAttributeEnum.FireDamageBonusFactor.getPropertyId()); // 火系伤害加成系数
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transTemplate.add(HeroAttributeEnum.FireDamageReduceFactor.getPropertyId()); // 火系伤害减免系数
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transTemplate.add(HeroAttributeEnum.WaterDamageBonusFactor.getPropertyId()); // 冰系伤害加成系数
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transTemplate.add(HeroAttributeEnum.WaterDamageReduceFactor.getPropertyId());// 冰系伤害减免系数
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transTemplate.add(HeroAttributeEnum.LightDamageBonusFactor.getPropertyId()); // 雷系伤害加成系数
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transTemplate.add(HeroAttributeEnum.LightDamageReduceFactor.getPropertyId());// 雷系伤害减免系数
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transTemplate.add(HeroAttributeEnum.WindDamageBonusFactor.getPropertyId()); // 风系伤害加成系数
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transTemplate.add(HeroAttributeEnum.WindDamageReduceFactor.getPropertyId()); // 风系伤害减免系数
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transTemplate.add(HeroAttributeEnum.WaterDamageBonusFactor.getPropertyId()); // 冰系伤害加成系数
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transTemplate.add(HeroAttributeEnum.WaterDamageReduceFactor.getPropertyId());// 冰系伤害减免系数
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transTemplate.add(HeroAttributeEnum.LandDamageBonusFactor.getPropertyId()); // 地系伤害加成系数
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transTemplate.add(HeroAttributeEnum.LandDamageReduceFactor.getPropertyId()); // 地系伤害减免系数
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transTemplate.add(HeroAttributeEnum.LightDamageBonusFactor.getPropertyId()); // 雷系伤害加成系数
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transTemplate.add(HeroAttributeEnum.LightDamageReduceFactor.getPropertyId());// 雷系伤害减免系数
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transTemplate.add(HeroAttributeEnum.DarkDamageBonusFactor.getPropertyId()); // 暗系伤害加成系数
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transTemplate.add(HeroAttributeEnum.DarkDamageReduceFactor.getPropertyId()); // 暗系伤害减免系数
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}
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