From 1e69f189e0fb49bfc167b9d61ba6ba7e79c58b69 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 23 八月 2018 14:56:28 +0800
Subject: [PATCH] Add: 2772 【后端】神兽合成功能; 神兽装备传奇属性条数、数值、评分配置区别与角色装备;

---
 ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt |   36 +++++++++++++++++++++++++++---------
 1 files changed, 27 insertions(+), 9 deletions(-)

diff --git a/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt b/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
index 69ab38f..264ece8 100644
--- a/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
+++ b/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
@@ -42,6 +42,8 @@
 #	aIceAtkSuperHit			真实伤害暴击倍值	倍值, 默认1
 #
 # 防守方:
+#	dMinAtk		最低攻击
+#	dMaxAtk		最高攻击
 #	dLV						等级				固定值
 #	dLuckyHitReduce			会心一击伤害减少	万分率, 默认0, 会心一击时有值
 #	dSuperHitReduce			暴击伤害减少		万分率, 默认0, 暴击时有值
@@ -64,7 +66,7 @@
 
 {
 	#0_小怪,1_BOSS
-	"SuppressValueLV_0":"(min(max(suppressLV-10,0),10)*0.02+min(max(suppressLV-20,0),10)*0.03+min(max(suppressLV-30,0),10)*0.05+min(max(suppressLV-40,0),10)*0.08+min(max(suppressLV-50,0),50)*0.1)",
+	"SuppressValueLV_0":"(min(max(suppressLV-10,0),10)*0.02+min(max(suppressLV-20,0),10)*0.03+min(max(suppressLV-30,0),10)*0.05+min(max(suppressLV-40,0),10)*1+min(max(suppressLV-50,0),50)*0.1)",
 	"SuppressValueLV_1":"(min(max(suppressLV-10,0),10)*0.01+min(max(suppressLV-15,0),5)*0.03+min(max(suppressLV-20,0),5)*0.05+min(max(suppressLV-25,0),5)*0.07+max(suppressLV-30,0)*0.1)",
 	"SuppressValueFP_0":"min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10",
 	"SuppressValueFP_1":"min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8+min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10",
@@ -73,8 +75,8 @@
 	
 	
 	"PVP_1"	:"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))- dDef*(1-max(aIgnoreDefRate - dIgnoreDefRateReduce,0)/10000.0),0))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+ (aSuperHit*max(1-dSuperHitReduce/10000.0,0) if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+max(aSkillAtkRate-dSkillAtkRateReduce,0)/10000.0)*(1+(aDamagePer+aDamagePerPVP)/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamagePerPVPReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"PVE_1"	:"int(SuppressValueRealmRate/10000.0*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1"	:"int(max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 	"EVE_1"	:"max(aMaxAtk-dDef,1)",
 	"PetVE_1":"max(((aMinAtk + aMaxAtk)/2.0-dDef)*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",
 	"PetVP_1":"max(max((aMinAtk+aMaxAtk)/2.0-dDef,0)*atkSkillPer*(1+aDamagePer/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand)",
@@ -84,9 +86,9 @@
 	
 	#符印塔特殊公式等级压制
 	#_100 前2座塔,等级碾压
-	"EVP_1_100"	:"max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(suppressLV,1)*0.2*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05)",
+	"EVP_1_100"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(suppressLV,1)*0.2*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 	#_101 后10座塔,等级压制
-	"EVP_1_101"	:"max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05)",
+	"EVP_1_101"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 	#仙魔之争
 	"EVP_1_31010":"int(aFightPower*0.34/8.0/2.8*atkSkillPer*min(1*((aFightPower/(dFightPower*1.0))*0.2+pow(aFightPower/(dFightPower*1.0),2)*0.3+pow(aFightPower/(dFightPower*1.0),3)*0.5),5))",
@@ -94,13 +96,29 @@
 	"PetVP_1_31010":"max(((aMinAtk + aMaxAtk)/2.0-dDef),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",
 	
 	#娲皇遗迹
-	"PVE_1"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"PVE_1_51010"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1_51010"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 
 	#宗门试炼
-	"PVE_1"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
-	"EVP_1"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+	"PVE_1_60010"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1_60010"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+
+
+	#BOSS境界压制公式
+	"PVE_1_3"	:"int(SuppressValueRealmRate/10000.0*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1_3"	:"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+
+	#渡劫
+	"PVE_1_31110"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1_31110"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+
+	#麒麟之府
+	"PVE_1_31190"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*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)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
+	"EVP_1_31190"	:"int(max(min((SuppressValueRealmRate/10000.0-1)*2,0.5)+1,0.5)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
+
+	#火炬特殊伤害
+	"EVP_1_4"	:"int(max((1250-(dMinAtk+dMaxAtk)/2.0)*20,1)+max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
 
 }
 

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