新增属性
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@ -612,6 +612,14 @@ GConst.MATCH_SKILL_HURTP_NAME = {
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[5] = "attr_skill_hurtp_purple",
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[5] = "attr_skill_hurtp_purple",
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}
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}
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GConst.MATCH_ALL_HURTP_NAME = {
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[1] = "attr_all_hurtp_red",
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[2] = "attr_all_hurtp_yellow",
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[3] = "attr_all_hurtp_green",
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[4] = "attr_all_hurtp_blue",
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[5] = "attr_all_hurtp_purple",
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}
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GConst.GAMEOBJECT_LAYER = {
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GConst.GAMEOBJECT_LAYER = {
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DEFAULT = CS.BF.Utils.NameToLayer("Default"),
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DEFAULT = CS.BF.Utils.NameToLayer("Default"),
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UI = CS.BF.Utils.NameToLayer("UI"),
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UI = CS.BF.Utils.NameToLayer("UI"),
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@ -464,6 +464,12 @@ local ATTR_NAME = {
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ATTR_SKILL_HURTP_GREEN = "attr_skill_hurtp_green",
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ATTR_SKILL_HURTP_GREEN = "attr_skill_hurtp_green",
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ATTR_SKILL_HURTP_BLUE = "attr_skill_hurtp_blue",
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ATTR_SKILL_HURTP_BLUE = "attr_skill_hurtp_blue",
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ATTR_SKILL_HURTP_PURPLE = "attr_skill_hurtp_purple",
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ATTR_SKILL_HURTP_PURPLE = "attr_skill_hurtp_purple",
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ATTR_ALL_HURTP_RED = "attr_all_hurtp_red",
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ATTR_ALL_HURTP_YELLOW = "attr_all_hurtp_yellow",
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ATTR_ALL_HURTP_GREEN = "attr_all_hurtp_green",
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ATTR_ALL_HURTP_BLUE = "attr_all_hurtp_blue",
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ATTR_ALL_HURTP_PURPLE = "attr_all_hurtp_purple",
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INVINCIBLE_SHIELD = "invincible_shield",
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INVINCIBLE_SHIELD = "invincible_shield",
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REBIRTH = "rebirth",
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REBIRTH = "rebirth",
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IMMUNE_REDUCTION_BENEFIT = "immune_reduction_benefit", -- 免疫减益
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IMMUNE_REDUCTION_BENEFIT = "immune_reduction_benefit", -- 免疫减益
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@ -64,6 +64,7 @@ BattleFormula.calculateFormula = {
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skillFixedAdd = unitComp.unitEntity:getNormalSkillHurtFixed()
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skillFixedAdd = unitComp.unitEntity:getNormalSkillHurtFixed()
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skillPAdd = unitComp.unitEntity:getNormalSkillHurtP()
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skillPAdd = unitComp.unitEntity:getNormalSkillHurtP()
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end
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end
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skillPAdd = skillPAdd + unitComp.unitEntity:getAllHurtP()
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end
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end
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local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR -- 基础值(攻击 * 技能倍率)
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local result = unitComp.unitEntity:getAtk() * buff:getEffectNum() // DEFAULT_FACTOR -- 基础值(攻击 * 技能倍率)
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@ -835,6 +835,11 @@ function BattleBaseData:initHeroData(formation)
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unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
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unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
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end
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end
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---- 普攻\技能增伤百分比
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for matchType, attrName in pairs(GConst.MATCH_ALL_HURTP_NAME) do
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unitData.attr[attrName] = 2000--heroEntity:getTotalAttrValue(attrName)
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end
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local skillInfo = skillCfg[skillId]
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local skillInfo = skillCfg[skillId]
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if skillInfo then
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if skillInfo then
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if skillInfo.effect_type == 1 then -- 主动
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if skillInfo.effect_type == 1 then -- 主动
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@ -358,6 +358,11 @@ function BattleTeamEntity:getNormalSkillHurtFixed(matchType)
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return self:getAttrValue(skillHurtName)
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return self:getAttrValue(skillHurtName)
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end
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end
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function BattleTeamEntity:getAllHurtP(matchType)
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local allHurtPName = GConst.MATCH_ALL_HURTP_NAME[matchType]
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return self:getAttrValue(allHurtPName)
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end
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function BattleTeamEntity:getCanRebirth()
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function BattleTeamEntity:getCanRebirth()
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return self:getAttrValue(ATTR_NAME.REBIRTH) > 0
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return self:getAttrValue(ATTR_NAME.REBIRTH) > 0
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end
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end
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@ -388,6 +388,10 @@ function BattleUnitEntity:getNormalSkillHurtFixed()
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return self.team:getNormalSkillHurtFixed(self.unitData.matchType)
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return self.team:getNormalSkillHurtFixed(self.unitData.matchType)
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end
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end
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function BattleUnitEntity:getAllHurtP()
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return self.team:getAllHurtP(self.unitData.matchType)
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end
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function BattleUnitEntity:addLimit(name, buffEffect)
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function BattleUnitEntity:addLimit(name, buffEffect)
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return self.team:addLimit(name, buffEffect)
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return self.team:addLimit(name, buffEffect)
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end
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end
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