diff --git a/luafight/Modules/Battle/Logic/BattleLogic.lua b/luafight/Modules/Battle/Logic/BattleLogic.lua index dbb229b46..618a4d4fb 100644 --- a/luafight/Modules/Battle/Logic/BattleLogic.lua +++ b/luafight/Modules/Battle/Logic/BattleLogic.lua @@ -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)) diff --git a/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua b/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua index 1ab1b1c5a..13829c74d 100644 --- a/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/luafight/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -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)) * diff --git a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapLogic.java b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapLogic.java index f7177f7a9..a08380b1b 100644 --- a/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapLogic.java +++ b/serverlogic/src/main/java/com/ljsd/jieling/handler/map/MapLogic.java @@ -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 remainHp = new ArrayList<>(); + List 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); diff --git a/serverlogic/src/main/java/com/ljsd/jieling/logic/hero/HeroLogic.java b/serverlogic/src/main/java/com/ljsd/jieling/logic/hero/HeroLogic.java index a5b6e2e08..cbe7d8b95 100644 --- a/serverlogic/src/main/java/com/ljsd/jieling/logic/hero/HeroLogic.java +++ b/serverlogic/src/main/java/com/ljsd/jieling/logic/hero/HeroLogic.java @@ -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 }