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- ----------------------------------
- -- 战斗计算
- -- calcHurt 计算伤害
- ----------------------------------
- local CombatDefine = require("combat.CombatDefine")
- local CombatObj = require("combat.CombatObj")
- local RoleDefine = require("role.RoleDefine")
- local Util = require("common.Util")
- local CombatBuff = require("combat.CombatBuff")
- local CombatImpl = require("combat.CombatImpl")
- local SkillExcel = require("excel.skill").skill
- local Gm = require("chat.Gm")
- local BufferExcel = require("excel.buffer").buffer
- local BeSkill = require("combat.BeSkill")
- local CombatPosLogic = require("combat.CombatPosLogic")
- local CmdTypeExcel = require("excel.buffer").cmdType
- -- 基础攻击
- local function getBaseAtk(attacker)
- local baseAtk = attacker.attr[RoleDefine.ATK]
- return baseAtk
- end
- -- 攻击加成
- local function getAtkRate(attacker)
- local atkRate = attacker.attr[RoleDefine.ATK_RATE] or 0
- return atkRate / 10000
- end
- function getOutAtk(attacker)
- --local baseAtk = getBaseAtk(attacker)
- --local atkRate = getAtkRate(attacker)
- --local outAtk = baseAtk *(1 + atkRate)
- local outAtk = getBaseAtk(attacker)
- outAtk = outAtk + attacker.attr[RoleDefine.STEAL_ATK]
- outAtk = outAtk > 0 and outAtk or 0
- return outAtk
- end
- -- 护甲
- function getDef(defender, skillConfig)
- local def = defender.attr[RoleDefine.DEF]
- local rate = defender.attr[RoleDefine.DEF_RATE]
- def = def *(10000 + rate) / 10000
- def = def + defender.attr[RoleDefine.STEAL_DEF]
- def = def > 0 and def or 0
- return def
- end
- -- 破甲率
- local function getPojia(attacker, defender, skillConfig)
- local hushiHujia = skillConfig and skillConfig.otherArgs.hushiHujia or 0
- -- 职业忽视护甲
- local jobhushiHujia = skillConfig.otherArgs.jobhushiHujia
- if jobhushiHujia then
- for k, v in ipairs(jobhushiHujia[1]) do
- if defender.job == v then
- hushiHujia = hushiHujia + jobhushiHujia[2]
- break
- end
- end
- end
- -- 本阵容职业数破甲率提升
- local jobCamphushiHujia = skillConfig.otherArgs.jobCamphushiHujia
- if jobCamphushiHujia then
- for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
- local obj = CombatImpl.objList[pos]
- if obj and obj.job == jobCamphushiHujia[1] then
- hushiHujia = hushiHujia + jobCamphushiHujia[2]
- end
- end
- end
- local statusPoJia = BeSkill.getStatusPojia(attacker, defender)
- local pojia = attacker.attr[RoleDefine.POJIA] or 0
- local total = hushiHujia + pojia + statusPoJia
- total = total < 0 and 0 or total
- return total/10000
- end
- -- 神圣伤害
- local function getShenshengHurtRate(attacker)
- local shenshengHurtRate = attacker.attr[RoleDefine.SHENSHENG_HURT_RATE] or 0
- return shenshengHurtRate / 10000
- end
- -- 是否格挡
- local function isGedang(attacker, defender)
- return false
- end
- -- 减伤率
- local function getJianshangRate(attacker, defender)
- local jianshangRate = defender.attr[RoleDefine.JIANSHANG_RATE] or 0
- jianshangRate = jianshangRate + attacker.attr[RoleDefine.ATK_JIANSHANG_RATE] or 0
- if attacker.hurtType == CombatDefine.PHY_HURT_TYPE then
- jianshangRate = jianshangRate +(defender.attr[RoleDefine.JIANSHANG_PHY_RATE] or 0)
- elseif attacker.hurtType == CombatDefine.MAGIC_HURT_TYPE then
- jianshangRate = jianshangRate +(defender.attr[RoleDefine.JIANSHANG_MAGIC_RATE] or 0)
- end
- jianshangRate = jianshangRate + CombatObj.getJobJianshangRate(attacker, defender)
- jianshangRate = jianshangRate + CombatObj.getCampJianshangRate(attacker,defender)
- return jianshangRate/10000
- end
- -- 是否暴击
- local function isBaoji(attacker, defender, skillConfig)
- --if CombatImpl.isFanji or CombatImpl.comboType > 0 then
- -- return false
- --end
- if skillConfig.otherArgs and skillConfig.otherArgs.noBaoji == 1 then
- return false
- end
- if CombatBuff.isStatus(attacker, { "feng" }) then
- return false
- end
- local baoji = attacker.attr[RoleDefine.BAOJI] or 0
- baoji = baoji + CombatObj.getStatusBaoji(attacker, defender)
- -- 被动技能暴击加成
- baoji = baoji + BeSkill.getStatusBaoji(attacker, defender, skillConfig)
- local antiBaoji = defender.attr[RoleDefine.ANTI_BAOJI] or 0
- baoji = baoji - antiBaoji
- if skillConfig.otherArgs.addBaoji then
- baoji = baoji + skillConfig.otherArgs.addBaoji
- end
- if skillConfig.otherArgs.selfHpBaoJi then
- local cmpValue =(attacker.hp * 10000) / CombatObj.getHpMax(attacker) - skillConfig.otherArgs.selfHpBaoJi[2]
- if skillConfig.otherArgs.selfHpBaoJi[1] == 1 then
- if cmpValue >= 0 then
- baoji = baoji + skillConfig.otherArgs.selfHpBaoJi[3]
- end
- else
- if cmpValue <= 0 then
- baoji = baoji + skillConfig.otherArgs.selfHpBaoJi[3]
- end
- end
- end
- if skillConfig.otherArgs.addStatusBaoji then
- local status = CombatBuff.getStatus(defender)
- local isStatus = false
- for k, v in ipairs(skillConfig.otherArgs.addStatusBaoji[1]) do
- if status[v] then
- isStatus = true
- break
- end
- end
- if isStatus then
- baoji = baoji + skillConfig.otherArgs.addStatusBaoji[2]
- end
- end
- if skillConfig.otherArgs.addNotBaoji then
- if attacker.notSkillBaoJi and attacker.notSkillBaoJi[skillConfig.id] then
- baoji = baoji + skillConfig.otherArgs.addNotBaoji
- end
- end
- local r = math.random(0, 10000)
- if r <= baoji then
- attacker.notBaoJi = nil
- if attacker.notSkillBaoJi and attacker.notSkillBaoJi[skillConfig.id] then
- attacker.notSkillBaoJi[skillConfig.id] = nil
- end
- return true
- end
- attacker.notBaoJi = true
- if skillConfig.otherArgs.addNotBaoji then
- attacker.notSkillBaoJi = attacker.notSkillBaoJi or {}
- attacker.notSkillBaoJi[skillConfig.id] = true
- end
- end
- local function getBaojiHurtRate(attacker, defender, skillConfig)
- local baojiRate = 10000
- local isBaoji = isBaoji(attacker, defender, skillConfig)
- if isBaoji then
- baojiRate = attacker.attr[RoleDefine.BAOJI_HURT_RATE]
- if skillConfig.otherArgs and skillConfig.otherArgs.baojiHurtRate then
- baojiRate = baojiRate + skillConfig.otherArgs.baojiHurtRate
- end
- -- 对指定控制状态暴击加成 走的角色属性
- baojiRate = baojiRate + CombatObj.getStatusBaojiHurtRate(attacker, defender)
- -- 对指定状态暴击加成 走的技能状态属性
- if skillConfig.otherArgs.addStatusBaoji and skillConfig.otherArgs.addStatusBaoji[3] then
- local status = CombatBuff.getStatus(defender)
- local isStatus = false
- for k, v in ipairs(skillConfig.otherArgs.addStatusBaoji[1]) do
- if status[v] then
- isStatus = true
- break
- end
- end
- if isStatus then
- baojiRate = baojiRate + skillConfig.otherArgs.addStatusBaoji[3]
- end
- end
- baojiRate = baojiRate - defender.attr[RoleDefine.ANTI_BAOJI_HURT_RATE]
- baojiRate = baojiRate < 0 and 10000 or baojiRate
- end
- return isBaoji, baojiRate / 10000
- end
- -- 分摊比率
- FENTAN_TYPE1 = 1 -- 对所有攻击对象进行平摊
- local function getFentanRate(skillConfig, targets)
- local fentanParam = skillConfig.otherArgs and skillConfig.otherArgs.fentan
- if fentanParam then
- if fentanParam.type == 1 then
- return 1 / #targets
- end
- end
- return 1
- end
- -- 被动技能影响的输出率
- local function getBeSkillOutRate(attacker, defender, skillConfig, index, targets)
- -- 被动技能影响的输出率
- local outBeSkillRate = BeSkill.getOutAtkRate(attacker, defender)
- outBeSkillRate = 10000 - outBeSkillRate
- outBeSkillRate = outBeSkillRate < 0 and 0 or outBeSkillRate
- return outBeSkillRate / 10000
- end
- -- 输出率(英雄技能伤害率+所有技能伤害率)
- local function getOutRate(attacker, defender, skillConfig, index, targets)
- -- 普攻技能伤害率
- -- if skillConfig.type == CombatDefine.SKILL_TYPE1 then
- -- return 10000
- -- en
- local hurtRate = index and skillConfig.hurtRate[index] or skillConfig.hurtRate[1]
- if not hurtRate or hurtRate == 0 then
- if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE1 then
- return 10000 + CombatImpl.fightMode[4]
- end
- return 10000
- end
- if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE1 then
- hurtRate = hurtRate + CombatImpl.fightMode[4]
- end
- -- 战斗模式的伤害加成(死战)
- local fentanRate = getFentanRate(skillConfig, targets)
- hurtRate = hurtRate * fentanRate
- local confHurtRate = skillConfig.otherArgs.extraHurtRate
- if confHurtRate then
- local r = math.random(0, 10000)
- for k, v in ipairs(confHurtRate) do
- if r <= v[1] then
- hurtRate = hurtRate *(1 + v[2] / 10000)
- break
- else
- r = r - v[1]
- end
- end
- end
- confHurtRate = skillConfig.otherArgs.extraSpeedHurt
- if confHurtRate then
- local atkSpeed = CombatObj.getValue(attacker, RoleDefine.SPEED)
- local defSpeed = CombatObj.getValue(defender, RoleDefine.SPEED)
- if atkSpeed > defSpeed then
- hurtRate = hurtRate + confHurtRate
- end
- end
- if skillConfig.otherArgs.targetHp then
- local cmpValue =(defender.hp * 10000) / CombatObj.getHpMax(defender) - skillConfig.otherArgs.targetHp[2]
- if skillConfig.otherArgs.targetHp[1] == 1 then
- if cmpValue >= 0 then
- hurtRate = hurtRate + skillConfig.otherArgs.targetHp[3]
- end
- else
- if cmpValue <= 0 then
- hurtRate = hurtRate + skillConfig.otherArgs.targetHp[3]
- end
- end
- end
- if skillConfig.otherArgs.selfHpHurt then
- local cmpValue =(attacker.hp * 10000) / CombatObj.getHpMax(attacker) - skillConfig.otherArgs.selfHpHurt[2]
- if skillConfig.otherArgs.selfHpHurt[1] == 1 then
- if cmpValue >= 0 then
- hurtRate = hurtRate + skillConfig.otherArgs.selfHpHurt[3]
- end
- else
- if cmpValue <= 0 then
- hurtRate = hurtRate + skillConfig.otherArgs.selfHpHurt[3]
- end
- end
- end
- if skillConfig.type == CombatDefine.SKILL_TYPE1 then
- return hurtRate
- end
- return hurtRate + attacker.attr[RoleDefine.SKILL_HURT_RATE]
- end
- -- 额外伤害加成百分比
- local function getExtraHurtRate(attacker, defender, skillConfig)
-
- local extraHurtRate = 0
- -- 虚弱
- extraHurtRate = extraHurtRate + defender.attr[RoleDefine.XURUO]
- -- 伤害加成
- extraHurtRate = extraHurtRate + attacker.attr[RoleDefine.HURT_RATE] + CombatPosLogic.getRestrict(attacker,defender,RoleDefine.HURT_RATE)
- -- buffer相关额外伤害加成
- extraHurtRate = extraHurtRate + CombatBuff.getExtraHurtRate(attacker, defender, skillConfig)
- -- 职业相关额外伤害加成
- extraHurtRate = extraHurtRate + CombatObj.getJobHurtRate(attacker, defender)
- -- 状态相关额外伤害加成
- extraHurtRate = extraHurtRate + CombatObj.getStatusHurtRate(attacker, defender)
- -- 被动技能伤害加成
- extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRate(attacker, defender, skillConfig)
- -- 被动技能48伤害加成
- extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRateEx(attacker, defender)
- -- 阵营相关额外伤害加成
- extraHurtRate = extraHurtRate + CombatObj.getCampHurtRate(attacker, defender)
- local jobHurt = skillConfig.otherArgs.jobHurt
- if jobHurt then
- for k, v in ipairs(jobHurt[1]) do
- if defender.job == v then
- extraHurtRate = extraHurtRate + jobHurt[2]
- break
- end
- end
- end
- if skillConfig.otherArgs.statusHurt then
- local status = CombatBuff.getStatus(defender)
- local isStatus = false
- for k, v in ipairs(skillConfig.otherArgs.statusHurt[1]) do
- if status[v] then
- isStatus = true
- break
- end
- end
- if isStatus then
- extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt[2]
- end
- end
-
- if skillConfig.otherArgs.statusHurt2 then
- local status = CombatBuff.getStatus(defender)
- local cmdList = CmdTypeExcel[skillConfig.otherArgs.statusHurt2[1]].cmd
- for k, v in ipairs(cmdList) do
- if status[v] then
- extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt2[2] * #status[v]
- end
- end
- end
- -- 负面状态 计算伤害率
- if skillConfig.otherArgs.statusHurt3 then
- local bufferCnt = CombatBuff.getCombatBufferCnt(defender, skillConfig.otherArgs.statusHurt3[1])
- if bufferCnt > 0 then
- extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt3[2] * bufferCnt
- end
- end
- return extraHurtRate / 10000
- end
- -- 额外伤害加成
- local function getExtraHurt(attacker, defender, skillConfig)
- local extraHurt = 0
- -- buffer相关额外伤害
- extraHurt = extraHurt + CombatBuff.getExtraHurt(attacker, defender, skillConfig)
- -- 被动技能额外伤害
- extraHurt = extraHurt + BeSkill.getExtraHurt(attacker, defender, skillConfig)
- return extraHurt
- end
- function initAttacker(attacker)
- if attacker.isPet then
- return
- end
- attacker.isBaoji = nil
- attacker.baojiHurtRate = nil
- attacker.handleAttr = nil
- CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, nil)
- CombatObj.setValue(attacker, RoleDefine.RATE_COMBAT_NOW, nil)
- CombatObj.setValue(attacker, RoleDefine.HURT_COMBAT_NOW, nil)
- attacker.beskill40 = nil
- end
- function calcPhyHurt(attacker, index, targets, skillConfig)
- local hurt = 0
- local flag = 0
- -- 技能是否无视护甲
- local noHuJia = false
- if skillConfig.otherArgs and skillConfig.otherArgs.noHuJia == 1 then
- noHuJia = true
- end
- local targetCnt = 1
- if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan and skillConfig.otherArgs.hurtFenTan[1] == 1 then
- targetCnt = #targets
- end
- local defender = targets[index]
- local outRate = getOutRate(attacker, defender, skillConfig, index, targets)
- outRate = outRate / 10000
- local beSkillHurtRate = getBeSkillOutRate(attacker, defender, skillConfig)
- local pojia = getPojia(attacker, defender, skillConfig)
- local outAtk = attacker.attr[RoleDefine.ATK_COMBAT_NOW] or getOutAtk(attacker, skillConfig)
-
- local def = noHuJia == true and 0 or getDef(defender, skillConfig)
- local jianshangRate = getJianshangRate(attacker, defender)
- local extraHurtRate = getExtraHurtRate(attacker, defender, skillConfig)
- local extraHurt = getExtraHurt(attacker, defender, skillConfig)
- local isBaoji, baojiHurtRate = getBaojiHurtRate(attacker, defender, skillConfig)
- defender.isBaoji = isBaoji
- attacker.isBaoji = attacker.isBaoji or isBaoji
- if isBaoji then
- flag = Util.setBit(flag, CombatDefine.FLAG_BAOJI)
- end
- local shanghaiRate = 1 + extraHurtRate - jianshangRate
- shanghaiRate = shanghaiRate < 0 and 0 or shanghaiRate
- local coefDef = def * (1 - pojia)
- coefDef = coefDef < 0 and 0 or coefDef
- local rateCombatNow = (1 - coefDef / (coefDef + 600) ) * shanghaiRate
- hurt = outAtk * outRate * rateCombatNow * baojiHurtRate * beSkillHurtRate / targetCnt
- hurt = hurt + extraHurt
- CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, outAtk)
-
- -- 当伤害超过百分比 的 伤害 加深或者减免
- local parcentRate = BeSkill.getHurtPercentRate(attacker, defender, hurt)
- hurt = hurt *(1 + parcentRate / 10000)
- -- 测试用
- if Gm.wudi and attacker.pos <= 10 then
- hurt = 1000000000
- end
- -- 连击模式
- if CombatImpl.comboType > 0 then
- hurt = hurt * CombatImpl.comboHurtRate / 10000
- end
- if defender.fentq then
- hurt = math.ceil(hurt / defender.fentq)
- else
- --修正
- if hurt <= 10000 then
- hurt = hurt * math.random(100,500)/10000 + hurt
- else
- hurt = hurt * math.random(100,300)/10000 + hurt
- end
- end
- hurt = math.ceil(hurt)
- if defender.attr[RoleDefine.HURT_RATE_MAX] > 0 then
- local hurtMax = CombatObj.getHpMax(defender) * defender.attr[RoleDefine.HURT_RATE_MAX] / 10000
- if hurt > hurtMax then
- hurt = hurtMax
- end
- end
- -- 剧情模式
- if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE2 then
- local skillList = CombatImpl.fightMode[2]
- for k, v in pairs(skillList) do
- if skillConfig.id == v then
- hurt = defender.hp * 0.9
- break
- end
- end
- end
- CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
- return hurt, flag
- end
- function calcMagicHurt(attacker, index, targets, skillConfig)
- local hurt = 0
- local flag = 0
- -- 技能是否无视护甲
- local noHuJia = false
- if skillConfig.otherArgs and skillConfig.otherArgs.noHuJia == 1 then
- noHuJia = true
- end
- local targetCnt = 1
- if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan and skillConfig.otherArgs.hurtFenTan[1] == 1 then
- targetCnt = #targets
- end
- local defender = targets[index]
- local outRate = getOutRate(attacker, defender, skillConfig, index, targets)
- outRate = outRate / 10000
- local beSkillHurtRate = getBeSkillOutRate(attacker, defender, skillConfig)
- local pojia = getPojia(attacker, defender, skillConfig)
- local outAtk = attacker.attr[RoleDefine.ATK_COMBAT_NOW] or getOutAtk(attacker, skillConfig)
-
- local def = noHuJia == true and 0 or getDef(defender, skillConfig)
- local jianshangRate = getJianshangRate(attacker, defender)
- local extraHurtRate = getExtraHurtRate(attacker, defender, skillConfig)
- local extraHurt = getExtraHurt(attacker, defender, skillConfig)
- local isBaoji, baojiHurtRate = getBaojiHurtRate(attacker, defender, skillConfig)
- defender.isBaoji = isBaoji
- attacker.isBaoji = attacker.isBaoji or isBaoji
- if isBaoji then
- flag = Util.setBit(flag, CombatDefine.FLAG_BAOJI)
- end
- local shanghaiRate = 1 + extraHurtRate - jianshangRate
- shanghaiRate = shanghaiRate < 0 and 0 or shanghaiRate
- local coefDef = def * (1 - pojia)
- coefDef = coefDef < 0 and 0 or coefDef
- local rateCombatNow = (1 - coefDef / (coefDef + 600) ) * shanghaiRate
- hurt = outAtk * outRate * rateCombatNow * baojiHurtRate * beSkillHurtRate / targetCnt
- hurt = hurt + extraHurt
- CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, outAtk)
-
- -- 当伤害超过百分比 的 伤害 加深或者减免
- local parcentRate = BeSkill.getHurtPercentRate(attacker, defender, hurt)
- hurt = hurt *(1 + parcentRate / 10000)
- -- 测试用
- if Gm.wudi and attacker.pos <= 10 then
- hurt = 1000000000
- end
- -- 连击模式
- if CombatImpl.comboType > 0 then
- hurt = hurt * CombatImpl.comboHurtRate / 10000
- end
- if defender.fentq then
- hurt = math.ceil(hurt / defender.fentq)
- else
- --修正
- if hurt <= 10000 then
- hurt = hurt * math.random(100,500)/10000 + hurt
- else
- hurt = hurt * math.random(100,300)/10000 + hurt
- end
- end
- hurt = math.ceil(hurt)
- if defender.attr[RoleDefine.HURT_RATE_MAX] > 0 then
- local hurtMax = CombatObj.getHpMax(defender) * defender.attr[RoleDefine.HURT_RATE_MAX] / 10000
- if hurt > hurtMax then
- hurt = hurtMax
- end
- end
- -- 剧情模式
- if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE2 then
- local skillList = CombatImpl.fightMode[2]
- for k, v in pairs(skillList) do
- if skillConfig.id == v then
- hurt = defender.hp * 0.9
- break
- end
- end
- end
- hurt = hurt > 0 and hurt or 1
- CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
- return hurt, flag
- end
- --[[
- 防守方最终闪避 =防守方闪避 * (1 - 攻击方额外命中)
- ]]
- local function isShanbi(attacker, index, targets)
- local defender = targets[index]
- local jingzhun = CombatObj.getValue(attacker, RoleDefine.JINGZHUN) + CombatPosLogic.getRestrict(attacker,defender,RoleDefine.JINGZHUN)
- local shanbi = CombatObj.getValue(defender, RoleDefine.SHANBI)
- if jingzhun >= 10000 then
- local mingZhong = jingzhun - 10000
- mingZhong = mingZhong < 0 and 0 or mingZhong
- -- 强制设定额外命中不超过 99%
- if mingZhong >= 9900 then
- mingZhong = 9900
- end
- local shanbiRatio = 10000 - mingZhong
- shanbiRatio = shanbiRatio < 0 and 0 or shanbiRatio
-
- shanbi = math.floor(shanbi *(shanbiRatio / 10000))
- else
- shanbi = 10000 - jingzhun + shanbi
- end
-
- local r = math.random(1, 10000)
- if r < shanbi then
- return true
- end
- return false
- end
- function calcHurt(attacker, index, targets, skillConfig)
- -- 魔兽主动攻击伤害值为战前算出来的固定值
- if skillConfig.type == CombatDefine.SKILL_TYPE4 then
- return attacker.hurt or skillConfig.hurtRate[1], 0
- end
- if isShanbi(attacker, index, targets) then
- local flag = 0
- flag = Util.setBit(flag, CombatDefine.FLAG_SHANBI)
- return 0, flag
- end
- if attacker.hurtType == CombatDefine.MAGIC_HURT_TYPE then
- return calcMagicHurt(attacker, index, targets, skillConfig)
- elseif attacker.hurtType == CombatDefine.PHY_HURT_TYPE then
- return calcPhyHurt(attacker, index, targets, skillConfig)
- else
- return calcPhyHurt(attacker, index, targets, skillConfig)
- end
- end
- -- 额外作用,buff的伤害加成
- local function getCmdBuffHurtRate(attacker, defender)
- local extraHurtRate = 0
- if attacker and attacker.pos ~= defender.pos then
- extraHurtRate = extraHurtRate + CombatObj.getJobHurtRate(attacker, defender)
- -- 职业相关额外伤害加成
- extraHurtRate = extraHurtRate + CombatObj.getStatusHurtRate(attacker, defender)
- -- 状态相关额外伤害加成
- extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRateEx(attacker, defender)
- --
- end
- return extraHurtRate / 10000
- end
- NO_EXCALC_LIST = {
- [7] = 1,
- [8] = 1,
- [11] = 1,
- [13] = 1,
- [14] = 1,
- [15] = 1,
- [16] = 1,
- [17] = 1,
- [18] = 1,
- [19] = 1,
- }
- function calcHp(attacker, defender, calcType, rate, isAddHp, flag)
- local hp
- -- 魔兽技能是 具体值 不需要 除以一万
- if calcType ~= 8 then
- rate = rate / 10000
- end
- local isCmdBuffHurtRate = nil
- local baoJi = 1
- if calcType == 1 then
- -- 攻击百分比(技能释放者)
- -- local atk = CombatObj.getValue(attacker,RoleDefine.ATK_COMBAT_NOW)
- -- hp = atk * rate
- local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
- local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
- local extraHurtRate = 0
- if not isAddHp then
- extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
- end
- hp = atk *(1 + extraHurtRate) * rate
- elseif calcType == 2 then
- -- 生命上限百分比(技能释放者)
- hp = CombatObj.getHpMax(attacker) * rate
- elseif calcType == 3 then
- -- 当前生命百分比(技能释放者)
- hp = attacker.hp * rate
- elseif calcType == 4 then
- -- 损失生命百分比(技能释放者)
- hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
- elseif calcType == 5 then
- -- 目标生命百分比(技能目标)
- hp = defender.hp * rate
- elseif calcType == 6 then
- -- 目标生命上限百分比(技能目标)
- hp = CombatObj.getHpMax(defender) * rate
- if flag ~= nil and flag > 0 then
- local atk = CombatObj.getValue(defender, RoleDefine.ATK)
- local atkMax = flag * atk / 10000
- if hp > atkMax then
- hp = atkMax
- end
- end
- elseif calcType == 7 then
- -- 伤害百分比
- local realAttacker = CombatImpl.nowAttacker or attacker
- hp = CombatObj.getValue(realAttacker, RoleDefine.HURT_COMBAT_NOW) * rate
- isCmdBuffHurtRate = true
- elseif calcType == 8 then
- -- 具体值(魔兽用)
- hp = rate
- elseif calcType == 9 then
- -- 当前攻击力百分比
- local atk = CombatObj.getValue(defender, RoleDefine.ATK)
- hp = atk * rate
- elseif calcType == 10 then
- -- 技能暴击时伤害的百分比
- hp = getOutAtk(attacker)
- local baojiRate = 10000
- baojiRate = attacker.attr[RoleDefine.BAOJI_HURT_RATE]
- baojiRate = baojiRate / 10000
- baoJi = baojiRate * rate
- elseif calcType == 11 then
- -- 生命上限百分比不走公式(技能释放者)
- hp = CombatObj.getHpMax(attacker) * rate
- elseif calcType == 12 then
- -- 当前战斗回合造成的总伤害
- if attacker.combatResult[4] then
- hp = - attacker.combatResult[4] * rate
- else
- hp = 1
- end
- elseif calcType == 13 then
- -- 当前生命百分比(技能释放者,不算减伤)
- hp = attacker.hp * rate
- elseif calcType == 14 then
- -- 损失生命百分比(技能释放者,不算减伤)
- hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
- elseif calcType == 15 then
- -- 目标生命百分比(技能目标,不算减伤)
- hp = defender.hp * rate
- elseif calcType == 16 then
- -- 目标生命上限百分比(技能目标,不算减伤)
- hp = CombatObj.getHpMax(defender) * rate
- if flag ~= nil and flag > 0 then
- local atk = CombatObj.getValue(defender, RoleDefine.ATK)
- local atkMax = flag * atk / 10000
- if hp > atkMax then
- hp = atkMax
- end
- end
- elseif calcType == 17 then
- -- 回合内 目标上一次对我造成的伤害
- if defender.combatResult[5] and defender.combatResult[5][attacker.pos] then
- hp = - defender.combatResult[5][attacker.pos] * rate
- else
- hp = 1
- end
- elseif calcType == 18 then
- -- 当前攻击力百分比(不算减伤)
- local atk = CombatObj.getValue(defender, RoleDefine.ATK)
- hp = atk * rate
- elseif calcType == 19 then
- -- 攻击百分比(技能释放者,不算减伤)
- local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
- local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
- local extraHurtRate = 0
- if not isAddHp then
- extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
- end
- hp = atk *(1 + atkRate) *(1 + extraHurtRate) * rate
- elseif calcType == 20 then
- -- 触发了被动技能类型40的攻击对象的伤害加成
- hp = 0
- if attacker.beskill40 then
- for pos in pairs(attacker.beskill40) do
- local hpAdd = attacker.combatResult[5][pos] or 0
- hp = hp + hpAdd
- end
- end
- hp = - hp * rate
- elseif calcType == 21 then
- -- 回合内 我对目标造成造成的伤害
- if attacker.combatResult[5] and attacker.combatResult[5][defender.pos] then
- hp = - attacker.combatResult[5][defender.pos] * rate
- else
- hp = 1
- end
- elseif calcType == 22 then
- -- 目标生命上限百分比(上限是自己的攻击)
- hp = CombatObj.getHpMax(defender) * rate
- if flag ~= nil and flag > 0 then
- local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
- local atkMax = flag * atk / 10000
- if hp > atkMax then
- hp = atkMax
- end
- end
- elseif calcType == 23 then
- -- 目标损失生命上限百分比 上限时攻击的4倍
- hp = (CombatObj.getHpMax(defender) - defender.hp) * rate
- elseif calcType == 24 then
- -- 目标损失生命上限百分比 上限时攻击的4倍
- hp = CombatObj.getValue(defender, RoleDefine.RATE_COMBAT_NOW) * rate
- end
- if not NO_EXCALC_LIST[calcType] then
- if isAddHp then
- if defender.type == CombatDefine.COMBAT_OBJ_TYPE3 then
- hp = 0
- else
- local hpAddRate = CombatObj.getValue(defender, RoleDefine.HP_ADD_RATE) / 10000
- hp = hp *(1 + hpAddRate)
- hp = hp < 0 and 1 or hp
- end
- --[[
- else
- local defRate = getDef(defender)
- local jianshangRate = getJianshangRate(attacker, defender)
- local rateCombatNow =(1 -(defRate /(defRate + 600))) *(1 - jianshangRate)
- hp = hp * rateCombatNow * baoJi
- ]]--
- end
- end
- if not isAddHp and not isCmdBuffHurtRate then
- hp = hp * (1 + getCmdBuffHurtRate(attacker, defender))
- end
- if isAddHp and CombatImpl.comboType > 0 then
- hp = math.ceil(hp * 0.5)
- end
- hp = hp > 0 and hp or 0
- return hp
- end
- function calcBufferHp(attacker, defender, bufferID, isAddHp)
- local conf = BufferExcel[bufferID]
- local args
- if attacker.isPet then
- args = attacker.buffers[bufferID].args
- else
- args = conf.args
- end
- local hp = calcHp(attacker, defender, args[1], args[2], isAddHp)
- if args[5] then
- local limit = args[5] * CombatObj.getValue(attacker, RoleDefine.ATK_COMBAT_NOW) / 10000
- if hp > limit then
- hp = limit
- end
- end
- return hp
- end
- function calcValue(attacker, defender, calcType, rate)
- local value = 0
- rate = rate / 10000
- if calcType == 1 then
- -- 攻击百分比(技能防守)
- local atk = CombatObj.getValue(defender, RoleDefine.ATK)
- local atkValue = atk * rate
- if attacker.pos == defender.pos then
- value = value + atkValue
- else
- value = value - atkValue
- end
- end
- return value
- end
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