少年修仙传客户端代码仓库
client_Hale
2019-05-23 425e9e2164a993b6c8cda79ebd109be39a1bff56
382 伤害计算飘血逻辑修改
2个文件已修改
39 ■■■■ 已修改文件
Fight/Actor/Skill/FlyObject/FlyObject.cs 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/State/SMB/STM_BaseAttack.cs 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Skill/FlyObject/FlyObject.cs
@@ -149,7 +149,16 @@
            if (_chkDistSqrt < _chkRange * _chkRange)
            {
                int _hurtValue = (int)(m_Config.floodPercent * Constants.F_DELTA * m_HurtClientList[i].HurtHP);
                int _realHurtValue = (int)((_target.ActorInfo.RealHp - m_HurtClientList[i].CurHP) * (m_Config.floodPercent * Constants.F_DELTA));
                int _realHurtValue = 0;
                if (_target.ActorInfo.RealHp < m_HurtClientList[i].CurHP)
                {
                    _realHurtValue = 1;
                }
                else
                {
                    _realHurtValue = (int)((_target.ActorInfo.RealHp - m_HurtClientList[i].CurHP) * (m_Config.floodPercent * Constants.F_DELTA));
                }
                AttackHandler.HandlerAttackTarget(m_Owner, _target, _hurtValue, _realHurtValue, m_HurtClientList[i].AttackType, m_InitInfo.skillId, m_InitInfo.configId, m_Config, _target.ActorInfo.serverDie);
                m_HasHitTargetIDList.Add(m_HurtClientList[i].clientInstID);
Fight/Actor/State/SMB/STM_BaseAttack.cs
@@ -650,7 +650,14 @@
                }
                _hurtTotalValue = (int)(m_CacheSkill.hurtServerList[i].HurtHP * _floodPercent);
                _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtServerList[i].CurHP) * _floodPercent);
                if (_target.ActorInfo.RealHp < m_CacheSkill.hurtServerList[i].CurHP)
                {
                    _realHurtValue = 1;
                }
                else
                {
                    _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtServerList[i].CurHP) * _floodPercent);
                }
                AttackHandler.HandlerAttackTarget(_fight,
                                                  _target,
                                                  _hurtTotalValue,
@@ -688,7 +695,14 @@
                }
                _hurtTotalValue = Mathf.CeilToInt(m_CacheSkill.hurtClientList[i].HurtHP * _floodPercent);
                _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtClientList[i].CurHP) * _floodPercent);
                if (_target.ActorInfo.RealHp < m_CacheSkill.hurtClientList[i].CurHP)
                {
                    _realHurtValue = 1;
                }
                else
                {
                    _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtClientList[i].CurHP) * _floodPercent);
                }
                AttackHandler.HandlerAttackTarget(_fight,
                                                  _target,
@@ -722,7 +736,15 @@
                }
                _hurtTotalValue = (int)(m_CacheSkill.hurtClntFightNpcList[i].HurtHP * _floodPercent);
                _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtClntFightNpcList[i].CurHP) * _floodPercent);
                if (_target.ActorInfo.RealHp < m_CacheSkill.hurtClntFightNpcList[i].CurHP)
                {
                    _realHurtValue = 1;
                }
                else
                {
                    _realHurtValue = (int)((_target.ActorInfo.RealHp - m_CacheSkill.hurtClntFightNpcList[i].CurHP) * _floodPercent);
                }
                AttackHandler.HandlerAttackTarget(_fight, _target, _hurtTotalValue, _realHurtValue,
                                                  m_CacheSkill.hurtClntFightNpcList[i].AttackType,