back_recharge
parent
2c098f4db0
commit
60f1dd0aff
|
@ -1,36 +1,6 @@
|
|||
RoleData = {}
|
||||
RoleData.__index = RoleData
|
||||
local max = math.max
|
||||
|
||||
local dataOrder = {
|
||||
RoleDataName.Level,
|
||||
RoleDataName.Hp,
|
||||
RoleDataName.MaxHp,
|
||||
RoleDataName.Attack,
|
||||
RoleDataName.PhysicalDefence,
|
||||
RoleDataName.MagicDefence,
|
||||
RoleDataName.Speed,
|
||||
RoleDataName.DamageBocusFactor,
|
||||
RoleDataName.DamageReduceFactor,
|
||||
RoleDataName.Hit,
|
||||
RoleDataName.Dodge,
|
||||
RoleDataName.Crit,
|
||||
RoleDataName.CritDamageFactor,
|
||||
RoleDataName.TreatFacter,
|
||||
RoleDataName.FireDamageBocusFactor,
|
||||
RoleDataName.IceDamageBocusFactor,
|
||||
RoleDataName.LightDamageBocusFactor,
|
||||
RoleDataName.WindDamageBocusFactor,
|
||||
RoleDataName.LandDamageBocusFactor,
|
||||
RoleDataName.DarkDamageBocusFactor,
|
||||
RoleDataName.FireDamageReduceFactor,
|
||||
RoleDataName.IceDamageReduceFactor,
|
||||
RoleDataName.LightDamageReduceFactor,
|
||||
RoleDataName.WindDamageReduceFactor,
|
||||
RoleDataName.LandDamageReduceFactor,
|
||||
RoleDataName.DarkDamageReduceFactor,
|
||||
}
|
||||
|
||||
function RoleData.New()
|
||||
local instance = {role=0, data={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}
|
||||
setmetatable(instance, RoleData)
|
||||
|
@ -40,7 +10,7 @@ end
|
|||
function RoleData:Init(role, data)
|
||||
self.role = role
|
||||
for i=1, #data do
|
||||
self.data[dataOrder[i]] = data[i]
|
||||
self.data[i] = data[i]
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -154,9 +154,10 @@ public class CBean2Proto {
|
|||
monsterPropertyList.append(sMonsterConfig.getSpeed()).append("#"); //速度
|
||||
monsterPropertyList.append(0).append("#"); //伤害加成系数
|
||||
monsterPropertyList.append(0).append("#"); //伤害减免系数
|
||||
monsterPropertyList.append((int)(sMonsterConfig.getHit() * 10000)).append("#"); //命中率
|
||||
monsterPropertyList.append((int)(sMonsterConfig.getDodge() * 10000)).append("#"); //闪避率
|
||||
monsterPropertyList.append((int)(sMonsterConfig.getCritDamageFactor() * 10000)).append("#"); //暴击伤害系数
|
||||
monsterPropertyList.append(sMonsterConfig.getHit()).append("#"); //命中率
|
||||
monsterPropertyList.append(sMonsterConfig.getDodge()).append("#"); //闪避率
|
||||
monsterPropertyList.append(sMonsterConfig.getCritFactor()).append("#"); //暴击率
|
||||
monsterPropertyList.append(sMonsterConfig.getCritDamageFactor()).append("#"); //暴击伤害系数
|
||||
monsterPropertyList.append(1).append("#"); //治疗加成系数
|
||||
monsterPropertyList.append(damageBonusFactor[0]).append("#"); //火系伤害加成系数
|
||||
monsterPropertyList.append(damageReduceFactor[0]).append("#"); //火系伤害减免系数
|
||||
|
|
Loading…
Reference in New Issue