| | |
| | | Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
|
| | | AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
|
| | | SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
|
| | | SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
|
| | | SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性
|
| | | SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
|
| | | SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
|
| | | SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤
|
| | | LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击
|
| | | LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
|
| | | LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
|
| | |
| | | HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
|
| | | DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
|
| | | SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
|
| | | SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
|
| | | SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
|
| | | PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
|
| | | PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
|
| | | PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
|
| | |
| | | IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率
|
| | | IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
|
| | | DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
|
| | | BleedDamage = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
|
| | | BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
|
| | | AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
|
| | | FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
|
| | | FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
|
| | | FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
|
| | | FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
|
| | | FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
|
| | | FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
|
| | | FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率
|
| | | FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率
|
| | | DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
|
| | | DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
|
| | | JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
|
| | |
| | | JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
|
| | |
|
| | | NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt)
|
| | | NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) |
| | | NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成
|
| | | FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
|
| | | FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
|
| | | FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成
|
| | | Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
|
| | |
|
| | | ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
|
| | |
| | |
|
| | | OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
|
| | | PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
|
| | | NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
|
| | | NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成
|
| | |
|
| | | #其他需作为公式参数的系数
|
| | | AtkSpeedParameter = fpParam.GetCftAtkSpeed()
|
| | | LuckyHitParameter = fpParam.GetCftLuckyHit()
|
| | | LuckyHitParameter = 0#fpParam.GetCftLuckyHit()
|
| | |
|
| | | #取总属性的
|
| | | SuperHitRateTotal = curPlayer.GetSuperHitRate()
|