| | |
| | | }
|
| | | }
|
| | |
|
| | | if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4526, out _effectValue))
|
| | | {
|
| | | bool _vaild = true;
|
| | | if (_effectValue.value2 == 1)
|
| | | {
|
| | | if (attacker.SelectTarget == null
|
| | | || attacker.SelectTarget.ServerInstID != target.ServerInstID)
|
| | | {
|
| | | _vaild = false;
|
| | | }
|
| | | }
|
| | | if (_effectValue.value3 == 1)
|
| | | {
|
| | | if (skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
|
| | | && skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
|
| | | {
|
| | | _vaild = false;
|
| | | }
|
| | | }
|
| | | if (_vaild)
|
| | | {
|
| | | _aZhuXianHitRate += _effectValue.value1;
|
| | | }
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | _isMiss = IsMiss(_hitRate, _missRate);
|
| | | _isCrit = IsCrit(_aSuperHitRate);
|
| | | _isLucky = IsLucky(_aLuckyHitRate);
|
| | | _isZhuxianHit = IsZhuXianHit(_aZhuXianHitRate);
|
| | | _isZhuxianHit = false;//IsZhuXianHit(_aZhuXianHitRate);
|
| | | if (_isZhongJi)
|
| | | {
|
| | | _isCrit = true;
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | var _skill = _hero.SkillMgr.Get(skillId);
|
| | |
|
| | | if (StatusMgr.Instance.TryGetSkillEffectValue(_hero.ServerInstID, 4526, out _effectValue))
|
| | | {
|
| | | bool _vaild = true;
|
| | | if (_effectValue.value2 == 1)
|
| | | {
|
| | | if (_hero.SelectTarget == null
|
| | | || _hero.SelectTarget.ServerInstID != target.ServerInstID)
|
| | | {
|
| | | _vaild = false;
|
| | | }
|
| | | }
|
| | | if (_effectValue.value3 == 1)
|
| | | {
|
| | | if (_skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
|
| | | && _skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
|
| | | {
|
| | | _vaild = false;
|
| | | }
|
| | | }
|
| | | if (_vaild)
|
| | | {
|
| | | _rate += _effectValue.value1;
|
| | | }
|
| | | }
|
| | |
|
| | | #if UNITY_EDITOR
|
| | | var _random = Random.Range(0, 10000);
|
| | | var _result = _random < _rate;
|