382 前端战斗公式增加法宝增伤,普攻增伤的百分比和固定值
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| | | public int water;//灵根属性——水
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| | | public int fire;//灵根属性——火
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| | | public int earth;//灵根属性——土
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| | | public int NormalHurt;
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| | | public int NormalHurtPer;
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| | | public int FabaoHurt;
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| | | public int FabaoHurtPer;
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| | |
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| | | public long treasurePotentialSp
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| | | {
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| | | get
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| | |
| | | case PlayerDataType.CDBPlayerRefresh_Earth:
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| | | baseData.earth = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_NormalHurt:
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| | | baseData.NormalHurt = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_NormalHurtPer:
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| | | baseData.NormalHurtPer = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_FabaoHurt:
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| | | baseData.FabaoHurt = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_FabaoHurtPer:
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| | | baseData.FabaoHurtPer = (int)value;
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| | | break;
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| | | }
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| | | }
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| | |
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| | |
| | | _Thinking(); |
| | | } |
| | | |
| | | // 是否正在释放技能 |
| | | if (m_Owner.SkillMgr.CurCastSkill != null) |
| | | { |
| | | if (m_Owner.SkillMgr.CurCastSkill.SkillCompelete == false) |
| | | { |
| | | if (m_Owner.IsIdle()) |
| | | { |
| | | m_Owner.SkillMgr.CurCastSkill.SkillCompelete = true; |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (m_Owner.SkillMgr.CurCastSkill.SkillPreparing) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | if (m_Owner.NextAction == GAStaticDefine.Act_Warn) |
| | | { |
| | | return; |
| | | } |
| | | } |
| | | |
| | | switch (m_AIStatus) |
| | | { |
| | | case E_AIStatus.Patrol: |
| | |
| | | GA_Hero _hero = PlayerDatas.Instance.hero; |
| | | |
| | | float _dis; |
| | | |
| | | // 是否正在释放技能 |
| | | if (m_Owner.SkillMgr.CurCastSkill != null) |
| | | { |
| | | if (m_Owner.SkillMgr.CurCastSkill.SkillCompelete == false) |
| | | { |
| | | if (m_Owner.IsIdle()) |
| | | { |
| | | m_Owner.SkillMgr.CurCastSkill.SkillCompelete = true; |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (m_Owner.SkillMgr.CurCastSkill.SkillPreparing) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | if (m_Owner.NextAction == GAStaticDefine.Act_Warn) |
| | | { |
| | | return; |
| | | } |
| | | } |
| | | |
| | | switch (atkStep) |
| | | { |
| | |
| | | }
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| | | else
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| | | {
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| | | if (attacker is GA_NpcClientFightNorm)
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| | | {
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| | | if (target.ActorInfo.RealHp <= (target.ActorInfo.RealMaxHp * .5f))
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| | | {
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| | | hurtValue = 0;
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| | | }
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| | | }
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| | |
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| | | target.ActorInfo.ReduceHp((uint)hurtValue);
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| | |
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| | | if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID)
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| | |
| | | _aAtkSkillPer = _effectValue.value1;
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| | | _atkSkillValue = _effectValue.value2;// 技能固定值(1010或者1009的value2)
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| | |
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| | | if (skill.skillInfo.config.FuncType == 1
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| | | || skill.skillInfo.config.FuncType == 2)
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| | | {
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| | | _atkSkillValue += PlayerDatas.Instance.baseData.FabaoHurt;
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| | | _aAtkSkillPer += PlayerDatas.Instance.baseData.FabaoHurtPer;
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| | | }
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| | | else if (skill.skillInfo.config.FuncType == 8)
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| | | {
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| | | _atkSkillValue += PlayerDatas.Instance.baseData.NormalHurt;
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| | | _aAtkSkillPer += PlayerDatas.Instance.baseData.NormalHurtPer;
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| | | }
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| | |
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| | | #endregion
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| | |
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| | | #region 伤害衰减或者递增
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| | |
| | | else |
| | | { |
| | | if (!ClientDungeonStageUtility.isClientDungeon |
| | | && !ClientSceneManager.Instance.IsClientFightMode |
| | | #if UNITY_EDITOR |
| | | && !RuntimeLogUtility.TEST_CLIENT_PVP |
| | | #endif |
| | |
| | | |
| | | // 如果处于客户端战斗则不进行血量矫正了 |
| | | if (!ClientDungeonStageUtility.isClientDungeon |
| | | && !ClientSceneManager.Instance.IsClientFightMode |
| | | #if UNITY_EDITOR |
| | | && !RuntimeLogUtility.TEST_CLIENT_PVP |
| | | #endif |
| | |
| | | CDBPlayerRefresh_Water = 203,//# 灵根属性-水
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| | | CDBPlayerRefresh_Fire = 204,//# 灵根属性-火
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| | | CDBPlayerRefresh_Earth = 205,//# 灵根属性-土
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| | | CDBPlayerRefresh_NormalHurt = 206,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | | CDBPlayerRefresh_NormalHurtPer = 207,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | | CDBPlayerRefresh_FabaoHurt = 208,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | | CDBPlayerRefresh_FabaoHurtPer = 209,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | |
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| | | };
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| | |
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| | | /** 背包类型码定义 */
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