| | |
| | | int _aFinalHurt = 0;// 最终伤害加成 固定值
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| | | int _aIceAtkSuperHit = 1;// 真实伤害暴击倍值 倍值, 默认1
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| | | int _aOnlyFinalHurt = 0;
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| | | int _aFinalHurtPer = 0;
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| | | int _superHit = 0;
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| | | int _luckyHit = 0;
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| | | int _aNPCHurtAddPer = 0;
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| | |
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| | | //int _dLuckyHitReduce = 0;// 会心一击伤害减少 万分率, 默认0, 会心一击时有值
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| | | //int _dSuperHitReduce = 0;// 暴击伤害减少 万分率, 默认0, 暴击时有值
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| | |
| | | _aOnlyFinalHurt = PlayerDatas.Instance.extersion.OnlyFinalHurt;
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| | | _luckyHit = PlayerDatas.Instance.extersion.luckHitVal;
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| | | _superHit = PlayerDatas.Instance.extersion.SuperHit;
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| | | _aNPCHurtAddPer = PlayerDatas.Instance.extersion.NpcHurtAddPer;
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| | | _aFinalHurtPer = PlayerDatas.Instance.extersion.FunalHurtPer;
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| | | }
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| | | else if (attacker.ActorType == GameObjType.gotNPC)
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| | | {
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| | |
| | | if (attacker.ActorType == GameObjType.gotPlayer
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| | | && target.ActorType == GameObjType.gotNPC)
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| | | {
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| | | //"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)"
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| | | //"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))"
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| | |
|
| | | float _random = Random.Range(0f, 1f);
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| | | _value1 = _aMinAtk + (_aMaxAtk - _aMinAtk) * _random;
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| | |
| | | }
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| | | #endif
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| | |
|
| | | _value2 = Mathf.Max(1 + _aFinalHurtPer * Constants.F_DELTA, 1);
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| | | _value3 *= _value2;
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| | |
|
| | | _value2 = _aNPCHurtAddPer * Constants.F_DELTA * (_aMinAtk + _aMaxAtk) * .5f;
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| | | _value3 += _value2;
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| | |
|
| | | //(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;
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| | | _value1 = (_aMinAtk + _aMaxAtk) * .5f * .05f + (_aMinAtk + _aMaxAtk) * .5f * .1f * _random;
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| | |
|
| | | #if UNITY_EDITOR
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| | | if (RuntimeLogUtility.s_HurtValueLog)
|