少年修仙传客户端代码仓库
client_Hale
2019-04-12 5377176411ab065279e81b97709004c2e3a246c2
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
6个文件已修改
90 ■■■■ 已修改文件
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/AI_Npc_200.cs 46 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Skill/AttackHandler.cs 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorInfo.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/EnumHelper.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -57,6 +57,11 @@
    public int water;//灵根属性——水
    public int fire;//灵根属性——火
    public int earth;//灵根属性——土
    public int NormalHurt;
    public int NormalHurtPer;
    public int FabaoHurt;
    public int FabaoHurtPer;
    public long treasurePotentialSp
    {
        get
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -866,6 +866,18 @@
            case PlayerDataType.CDBPlayerRefresh_Earth:
                baseData.earth = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_NormalHurt:
                baseData.NormalHurt = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_NormalHurtPer:
                baseData.NormalHurtPer = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_FabaoHurt:
                baseData.FabaoHurt = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_FabaoHurtPer:
                baseData.FabaoHurtPer = (int)value;
                break;
        }
    }
Fight/Actor/AI/AI_Npc_200.cs
@@ -15,6 +15,29 @@
            _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:
@@ -55,29 +78,6 @@
        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)
        {
Fight/Actor/Skill/AttackHandler.cs
@@ -190,6 +190,14 @@
                }
                else
                {
                    if (attacker is GA_NpcClientFightNorm)
                    {
                        if (target.ActorInfo.RealHp <= (target.ActorInfo.RealMaxHp * .5f))
                        {
                            hurtValue = 0;
                        }
                    }
                    target.ActorInfo.ReduceHp((uint)hurtValue);
                    if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID)
@@ -362,6 +370,18 @@
        _aAtkSkillPer = _effectValue.value1;
        _atkSkillValue = _effectValue.value2;// 技能固定值(1010或者1009的value2)
        if (skill.skillInfo.config.FuncType == 1
         || skill.skillInfo.config.FuncType == 2)
        {
            _atkSkillValue += PlayerDatas.Instance.baseData.FabaoHurt;
            _aAtkSkillPer += PlayerDatas.Instance.baseData.FabaoHurtPer;
        }
        else if (skill.skillInfo.config.FuncType == 8)
        {
            _atkSkillValue += PlayerDatas.Instance.baseData.NormalHurt;
            _aAtkSkillPer += PlayerDatas.Instance.baseData.NormalHurtPer;
        }
        #endregion
        #region 伤害衰减或者递增
Fight/GameActor/GActorInfo.cs
@@ -223,6 +223,7 @@
            else
            {
                if (!ClientDungeonStageUtility.isClientDungeon
                 && !ClientSceneManager.Instance.IsClientFightMode
#if UNITY_EDITOR
         && !RuntimeLogUtility.TEST_CLIENT_PVP
#endif
@@ -251,6 +252,7 @@
        // 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
Utility/EnumHelper.cs
@@ -558,6 +558,11 @@
    CDBPlayerRefresh_Water = 203,//# 灵根属性-水
    CDBPlayerRefresh_Fire = 204,//# 灵根属性-火
    CDBPlayerRefresh_Earth = 205,//# 灵根属性-土
    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
};
/** 背包类型码定义 */