back_recharge
mashiyu 2019-03-21 17:24:21 +08:00
parent 3f69e112d8
commit 2c098f4db0
4 changed files with 14 additions and 34 deletions

View File

@ -450,6 +450,11 @@ function BattleLogic.SetRoleDebug(uid, isDebug)
end
end
--Record专用
function BattleLogic.GetRecord()
return record
end
--Record专用
function BattleLogic.RecordSeed(seed)
table.insert(record, string.format("frame:%d, seed:%d", curFrame, seed))

View File

@ -31,31 +31,6 @@ function BattleUtil.CalBaseDamage(atkRole, defRole, baseDamage, baseFactor)
local atkData, defData = atkRole.data, defRole.data
if not baseFactor then baseFactor = 1 end
local elementDamage, elementReduce = 0
if skillAttribute == 0 then --无属性
elementDamage = 0
elementReduce = 0
elseif skillAttribute == 1 then --火系
elementDamage = atkData:GetData(RoleDataName.FireDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.FireDamageReduceFactor)
elseif skillAttribute == 2 then --风系
elementDamage = atkData:GetData(RoleDataName.WindDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.WindDamageReduceFactor)
elseif skillAttribute == 3 then --水系
elementDamage = atkData:GetData(RoleDataName.IceDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.IceDamageReduceFactor)
elseif skillAttribute == 4 then --地系
elementDamage = atkData:GetData(RoleDataName.LandDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.LandDamageReduceFactor)
elseif skillAttribute == 5 then --光系
elementDamage = atkData:GetData(RoleDataName.LightDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.LightDamageReduceFactor)
elseif skillAttribute == 6 then --暗系
elementDamage = atkData:GetData(RoleDataName.DarkDamageBocusFactor)
elementReduce = defData:GetData(RoleDataName.DarkDamageReduceFactor)
end
--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)
local damage = baseDamage * baseFactor *
(1 + atkData:GetData(RoleDataName.DamageBocusFactor)) * (1 - defData:GetData(RoleDataName.DamageReduceFactor)) *

View File

@ -708,7 +708,7 @@ public class MapLogic {
}
// 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";
frames ="";
// frames ="";
LuaValue getFightData = FightDataUtil.getFinalFightData(fightTeamInfo,monsterTeamList);
// LuaValue getFightData = FightDataUtil.getTestFightData();
LuaValue getOptionData = FightDataUtil.getOptionData(frames);
@ -716,8 +716,8 @@ public class MapLogic {
int[] checkResult = CheckFight.getInstance().checkFight(seed, getFightData, getOptionData);
//校验结果码 1胜利
int resultCode = checkResult[0];
if (resultCode ==1){
MessageUtil.sendErrorResponse(session,0, messageType.getNumber(), "特殊处理-->战斗成功");
if (resultCode !=1){
MessageUtil.sendErrorResponse(session,0, messageType.getNumber(), "战斗失败");
return;
}
@ -728,9 +728,9 @@ public class MapLogic {
hero.setCurHp(checkResult[teamPosHeroInfo.getPosition()]);
}
List<Integer> remainHp = new ArrayList<>();
List<Integer> remainHp = new ArrayList<>(5);
for (int i = 1; i < checkResult.length; i++) {
remainHp.set(i,checkResult[i]);
remainHp.add(checkResult[i]);
}
CommonProto.Drop.Builder drop = ItemUtil.drop(user, sMonsterGroup.getRewardgroup(), 1, 1);

View File

@ -42,14 +42,14 @@ public class HeroLogic {
transTemplate.add(HeroAttributeEnum.TreatFacter.getPropertyId()); // 治疗加成系数
transTemplate.add(HeroAttributeEnum.FireDamageBonusFactor.getPropertyId()); // 火系伤害加成系数
transTemplate.add(HeroAttributeEnum.FireDamageReduceFactor.getPropertyId()); // 火系伤害减免系数
transTemplate.add(HeroAttributeEnum.WaterDamageBonusFactor.getPropertyId()); // 冰系伤害加成系数
transTemplate.add(HeroAttributeEnum.WaterDamageReduceFactor.getPropertyId());// 冰系伤害减免系数
transTemplate.add(HeroAttributeEnum.LightDamageBonusFactor.getPropertyId()); // 雷系伤害加成系数
transTemplate.add(HeroAttributeEnum.LightDamageReduceFactor.getPropertyId());// 雷系伤害减免系数
transTemplate.add(HeroAttributeEnum.WindDamageBonusFactor.getPropertyId()); // 风系伤害加成系数
transTemplate.add(HeroAttributeEnum.WindDamageReduceFactor.getPropertyId()); // 风系伤害减免系数
transTemplate.add(HeroAttributeEnum.WaterDamageBonusFactor.getPropertyId()); // 冰系伤害加成系数
transTemplate.add(HeroAttributeEnum.WaterDamageReduceFactor.getPropertyId());// 冰系伤害减免系数
transTemplate.add(HeroAttributeEnum.LandDamageBonusFactor.getPropertyId()); // 地系伤害加成系数
transTemplate.add(HeroAttributeEnum.LandDamageReduceFactor.getPropertyId()); // 地系伤害减免系数
transTemplate.add(HeroAttributeEnum.LightDamageBonusFactor.getPropertyId()); // 雷系伤害加成系数
transTemplate.add(HeroAttributeEnum.LightDamageReduceFactor.getPropertyId());// 雷系伤害减免系数
transTemplate.add(HeroAttributeEnum.DarkDamageBonusFactor.getPropertyId()); // 暗系伤害加成系数
transTemplate.add(HeroAttributeEnum.DarkDamageReduceFactor.getPropertyId()); // 暗系伤害减免系数
}