419 【内政】命格系统 - 战力初始化
自动挑战boss,初始化默认挑战cd
3个文件已修改
20 ■■■■ 已修改文件
Main/System/Main/AutoFightModel.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/FightPowerFormula.cs 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/FightPowerManager.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/AutoFightModel.cs
@@ -102,7 +102,7 @@
        set
        {
            m_NowChallengeCount = value;
            lastChallengeTime = value == 0 ? 0 : Time.time;
            lastChallengeTime = Time.time;
            // Debug.Log($"当前在主线Boss战败了{m_NowChallengeCount}次,上次战败时间是{lastChallengeTime}");
            if (m_NowChallengeCount >= tryChallengeCount)
            {
Main/System/Main/FightPowerFormula.cs
@@ -12,6 +12,7 @@
    private const string BEAUTYVALUE_VALUE = "beautyValue";
    private const string FATESVALUE_VALUE = "fatesValue";
    private const string DINGJUNGEVALUE_VALUE = "dingjungeValue";
    private const string MINGGEVALUE_VALUE = "minggeValue";
    private const string LINEUPHALOPER_VALUE = "lineupHaloPer";
    private const string REALMPER_VALUE = "realmPer";
    private const string GUBAOPER_VALUE = "gubaoPer";
@@ -20,6 +21,7 @@
    private const string BEAUTYPER_VALUE = "beautyPer";
    private const string FATESPER_VALUE = "fatesPer";
    private const string CARDPER_VALUE = "cardPer";
    private const string MINGGEPER_VALUE = "minggePer";
    private const string INHERITPER_VALUE = "inheritPer";
    private const string FETTERPER_VALUE = "fetterPer";
    private const string STARTALENTPER_VALUE = "starTalentPer";
@@ -133,9 +135,9 @@
    private const string OFFICIALLV_VALUE = "OfficialLV";
    // 基础属性公式
    // (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue)*(1+lineupHaloPer+realmPer+gubaoPer+hjgPer+horsePer+beautyPer+fatesPer+cardPer)*(inheritPer+fetterPer+starTalentPer+breakLVPer+awakeTalentPer)*(1+dingjungePer)+heroSelfValue+heroLVValue
    // (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue+minggeValue)*(1+lineupHaloPer+realmPer+gubaoPer+hjgPer+horsePer+beautyPer+fatesPer+cardPer+minggePer)*(inheritPer+fetterPer+starTalentPer+breakLVPer+awakeTalentPer)*(1+dingjungePer)+heroSelfValue+heroLVValue
    // 战斗属性公式
    // (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue)+(heroSelfValue+lineupHaloValue+starTalentValue+breakLVValue+awakeTalentValue)+fetterValue
    // (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue+minggeValue)+(heroSelfValue+lineupHaloValue+starTalentValue+breakLVValue+awakeTalentValue)+fetterValue
    // 战斗力公式
    // long(Atk*AtkRatio+MaxHP*MaxHPRatio+Def*DefRatio+AtkSpeed*AtkSpeedRatio+(StunRate*StunRateRatio+SuperHitRate*SuperHitRateRatio+ComboRate*ComboRateRatio+MissRate*MissRateRatio+ParryRate*ParryRateRatio+SuckHPPer*SuckHPPerRatio+StunRateDef*StunRateDefRatio+SuperHitRateDef*SuperHitRateDefRatio+ComboRateDef*ComboRateDefRatio+MissRateDef*MissRateDefRatio+ParryRateDef*ParryRateDefRatio+SuckHPPerDef*SuckHPPerDefRatio+FinalDamPer*FinalDamPerRatio+FinalDamPerDef*FinalDamPerDefRatio+PhyDamPer*PhyDamPerRatio+PhyDamPerDef*PhyDamPerDefRatio+MagDamPer*MagDamPerRatio+MagDamPerDef*MagDamPerDefRatio+NormalSkillPer*NormalSkillPerRatio+NormalSkillPerDef*NormalSkillPerDefRatio+AngerSkillPer*AngerSkillPerRatio+AngerSkillPerDef*AngerSkillPerDefRatio+SuperDamPer*SuperDamPerRatio+SuperDamPerDef*SuperDamPerDefRatio+CurePer*CurePerRatio+CurePerDef*CurePerDefRatio+ShieldPer*ShieldPerRatio+ShieldPerDef*ShieldPerDefRatio+DOTPer*DOTPerRatio+DOTPerDef*DOTPerDefRatio+WeiFinalDamPer*WeiFinalDamPerRatio+WeiFinalDamPerDef*WeiFinalDamPerDefRatio+ShuFinalDamPer*ShuFinalDamPerRatio+ShuFinalDamPerDef*ShuFinalDamPerDefRatio+WuFinalDamPer*WuFinalDamPerRatio+WuFinalDamPerDef*WuFinalDamPerDefRatio+QunFinalDamPer*QunFinalDamPerRatio+QunFinalDamPerDef*QunFinalDamPerDefRatio+PVPDamPer*PVPDamPerRatio+PVPDamPerDef*PVPDamPerDefRatio+Guanchuan*GuanchuanRatio+GuanchuanDef*GuanchuanDefRatio+Zhaojia*ZhaojiaRatio+ZhaojiaDef*ZhaojiaDefRatio)/100.0-55000)
    // 技能战斗力公式
@@ -152,6 +154,7 @@
        double beautyValue = variables[BEAUTYVALUE_VALUE];
        double fatesValue = variables[FATESVALUE_VALUE];
        double dingjungeValue = variables[DINGJUNGEVALUE_VALUE];
        double minggeValue = variables[MINGGEVALUE_VALUE];
        double lineupHaloPer = variables[LINEUPHALOPER_VALUE];
        double realmPer = variables[REALMPER_VALUE];
        double gubaoPer = variables[GUBAOPER_VALUE];
@@ -160,6 +163,7 @@
        double beautyPer = variables[BEAUTYPER_VALUE];
        double fatesPer = variables[FATESPER_VALUE];
        double cardPer = variables[CARDPER_VALUE];
        double minggePer = variables[MINGGEPER_VALUE];
        double inheritPer = variables[INHERITPER_VALUE];
        double fetterPer = variables[FETTERPER_VALUE];
        double starTalentPer = variables[STARTALENTPER_VALUE];
@@ -169,7 +173,7 @@
        double heroSelfValue = variables[HEROSELFVALUE_VALUE];
        double heroLVValue = variables[HEROLVVALUE_VALUE];
        return (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue)*(1+lineupHaloPer+realmPer+gubaoPer+hjgPer+horsePer+beautyPer+fatesPer+cardPer)*(inheritPer+fetterPer+starTalentPer+breakLVPer+awakeTalentPer)*(1+dingjungePer)+heroSelfValue+heroLVValue;
        return (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue+minggeValue)*(1+lineupHaloPer+realmPer+gubaoPer+hjgPer+horsePer+beautyPer+fatesPer+cardPer+minggePer)*(inheritPer+fetterPer+starTalentPer+breakLVPer+awakeTalentPer)*(1+dingjungePer)+heroSelfValue+heroLVValue;
    }
    public static double GetFightAttr(Dictionary<string, double> variables)
@@ -183,6 +187,7 @@
        double beautyValue = variables[BEAUTYVALUE_VALUE];
        double fatesValue = variables[FATESVALUE_VALUE];
        double dingjungeValue = variables[DINGJUNGEVALUE_VALUE];
        double minggeValue = variables[MINGGEVALUE_VALUE];
        double heroSelfValue = variables[HEROSELFVALUE_VALUE];
        double lineupHaloValue = variables[LINEUPHALOVALUE_VALUE];
        double starTalentValue = variables[STARTALENTVALUE_VALUE];
@@ -190,7 +195,7 @@
        double awakeTalentValue = variables[AWAKETALENTVALUE_VALUE];
        double fetterValue = variables[FETTERVALUE_VALUE];
        return (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue)+(heroSelfValue+lineupHaloValue+starTalentValue+breakLVValue+awakeTalentValue)+fetterValue;
        return (lvValue+equipValue+realmValue+gubaoValue+hjgValue+horseValue+beautyValue+fatesValue+dingjungeValue+minggeValue)+(heroSelfValue+lineupHaloValue+starTalentValue+breakLVValue+awakeTalentValue)+fetterValue;
    }
    public static double GetFightPower(Dictionary<string, double> variables)
Main/System/Main/FightPowerManager.cs
@@ -47,6 +47,8 @@
    private const string HERO_CARDPER = "cardPer";
    private const string DINGJUNGE_VALUE = "dingjungeValue";
    private const string DINGJUNGE_PER = "dingjungePer";
    private const string MINGGE_VALUE = "minggeValue";
    private const string MINGGE_PER = "minggePer";
    // 战力变量常量
    private const string ATK_RATIO = "AtkRatio";
@@ -333,7 +335,8 @@
        propertyVariables[FATES_PER] = HeroFatesManager.Instance.GetAttrPer(attrType) / 10000.0f;
        propertyVariables[DINGJUNGE_VALUE] = 0; //默认不需要加,爬塔特殊用,配合公式
        propertyVariables[DINGJUNGE_PER] = 0;   //默认不需要加,爬塔特殊用,配合公式
        propertyVariables[MINGGE_VALUE] = 0;
        propertyVariables[MINGGE_PER] = 0;
        //全体卡牌加成
        propertyVariables[HERO_CARDPER] = allHeroAddPer;