From be35331b8931d2829f014749a827a1c37c78feff Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 29 五月 2019 17:11:18 +0800 Subject: [PATCH] 6997 【后端】【2.0】战力计算整理 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 20 ++++++++++---------- 1 files changed, 10 insertions(+), 10 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index 5910cfd..1b03e96 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -3579,9 +3579,9 @@ Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值 AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔) SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率 - SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性 + SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性 SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值 - SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤 + SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤 LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击 LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性 LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值 @@ -3594,7 +3594,7 @@ HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值 DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比 SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值 - SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 + SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击 PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击 PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升 @@ -3603,14 +3603,14 @@ IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率 IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性 DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率 - BleedDamage = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 + BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害 AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量 FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕 FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗 FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加 FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少 - FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率 - FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率 + FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率 + FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率 DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少 JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成 @@ -3621,9 +3621,9 @@ JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免 NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) - NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) + NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成 FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt) - FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) + FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成 Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck) ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率 @@ -3634,11 +3634,11 @@ OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 - NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成 + NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成 #其他需作为公式参数的系数 AtkSpeedParameter = fpParam.GetCftAtkSpeed() - LuckyHitParameter = fpParam.GetCftLuckyHit() + LuckyHitParameter = 0#fpParam.GetCftLuckyHit() #取总属性的 SuperHitRateTotal = curPlayer.GetSuperHitRate() -- Gitblit v1.8.0