少年修仙传客户端代码仓库
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2018-09-13 b6ae33b44d641809a57972e89bac3c6f373fbd8f
3434 【前端】【1.0.15】和主干 增加pve附加伤害
4个文件已修改
20 ■■■■■ 已修改文件
Core/GameEngine/Model/Player/Character/PlayerExtersionData.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Skill/AttackHandler.cs 15 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/EnumHelper.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerExtersionData.cs
@@ -55,4 +55,5 @@
    public int bossState;//Boss状态  176 1--进入状态 2--退出状态
    public int OnlyFinalHurt;
    public int NpcHurtAddPer;//对怪物伤害加成 188
    public int FunalHurtPer;//对怪物伤害加成 189
}
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -731,6 +731,9 @@
            case PlayerDataRefresh.CDBPlayerRefresh_NPCHurtAddPer:
                extersion.NpcHurtAddPer = (int)value;
                break;
            case PlayerDataRefresh.FunalHurtPer:
                extersion.FunalHurtPer = (int)value;
                break;
        }
    }
Fight/Actor/Skill/AttackHandler.cs
@@ -282,8 +282,10 @@
        int _aFinalHurt = 0;// 最终伤害加成        固定值
        int _aIceAtkSuperHit = 1;// 真实伤害暴击倍值    倍值, 默认1
        int _aOnlyFinalHurt = 0;
        int _aFinalHurtPer = 0;
        int _superHit = 0;
        int _luckyHit = 0;
        int _aNPCHurtAddPer = 0;
        //int _dLuckyHitReduce = 0;// 会心一击伤害减少    万分率, 默认0, 会心一击时有值
        //int _dSuperHitReduce = 0;// 暴击伤害减少        万分率, 默认0, 暴击时有值
@@ -376,6 +378,8 @@
            _aOnlyFinalHurt = PlayerDatas.Instance.extersion.OnlyFinalHurt;
            _luckyHit = PlayerDatas.Instance.extersion.luckHitVal;
            _superHit = PlayerDatas.Instance.extersion.SuperHit;
            _aNPCHurtAddPer = PlayerDatas.Instance.extersion.NpcHurtAddPer;
            _aFinalHurtPer = PlayerDatas.Instance.extersion.FunalHurtPer;
        }
        else if (attacker.ActorType == GameObjType.gotNPC)
        {
@@ -476,7 +480,7 @@
        if (attacker.ActorType == GameObjType.gotPlayer
         && target.ActorType == GameObjType.gotNPC)
        {
            //"PVE_1"    :"max(((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand)"
            //"PVE_1"    :"int(max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*max(1+aFinalHurtPer/10000.0,1)+aNPCHurtAddPer/10000.0*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))"
            float _random = Random.Range(0f, 1f);
            _value1 = _aMinAtk + (_aMaxAtk - _aMinAtk) * _random;
@@ -584,8 +588,15 @@
            }
#endif
            _value2 = Mathf.Max(1 + _aFinalHurtPer * Constants.F_DELTA, 1);
            _value3 *= _value2;
            _value2 = _aNPCHurtAddPer * Constants.F_DELTA * (_aMinAtk + _aMaxAtk) * .5f;
            _value3 += _value2;
            //(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand)
            _random = Random.Range(0f, 1f);
            _value1 = (_aMinAtk + _aMaxAtk) * .5f * .3f + (_aMinAtk + _aMaxAtk) * .5f * .2f * _random;
            _value1 = (_aMinAtk + _aMaxAtk) * .5f * .05f + (_aMinAtk + _aMaxAtk) * .5f * .1f * _random;
#if UNITY_EDITOR
            if (RuntimeLogUtility.s_HurtValueLog)
Utility/EnumHelper.cs
@@ -552,6 +552,7 @@
    CDBPlayerRefresh_TreasureScore = 186, //寻宝商店积分
    CDBPlayerRefresh_Danjing = 187,              // 丹精 187
    CDBPlayerRefresh_NPCHurtAddPer,//对怪物伤害加成 188
    FunalHurtPer = 189,// 最终伤害加成
};
/** 物品加成类型 */