属性: fix缩小战力倍数

This commit is contained in:
luying
2021-03-04 15:33:25 +08:00
parent a0e87a9513
commit 2a684d1860
4 changed files with 38 additions and 14 deletions
+26 -5
View File
@@ -1,5 +1,6 @@
import { prop } from '@typegoose/typegoose';
import { HERO_CE_RATIO, getAtrrNameById, CE_CONST, HERO_SUB_ATTR_RATIO } from '../../consts';
import { reduceCe } from '../../pubUtils/util';
// hero表内属性基础格式
export class CeAttrData {
@@ -107,7 +108,7 @@ export class Attribute {
setByWarJson( attributes: {id: number, val: number}[], ratio: number = 1) {
for(let {id, val} of attributes) {
let attrName = getAtrrNameById(id);
if(attrName in this) this[attrName] = Math.floor(val * ratio);
if(attrName in this) this[attrName] = Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO);
}
}
@@ -115,7 +116,7 @@ export class Attribute {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
}
private setSubAttrRatio() {
private getRealSubAttr() {
return {
hit: this.hit / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
cri: this.cri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
@@ -128,7 +129,7 @@ export class Attribute {
}
}
private setMainAttrRatio() {
private getRealMainAttr() {
return {
hp: this.hp / HERO_CE_RATIO / HERO_CE_RATIO,
atk: this.atk / HERO_CE_RATIO / HERO_CE_RATIO,
@@ -137,10 +138,30 @@ export class Attribute {
}
}
public getReduceAttributes() {
let newAttr = new Attribute();
newAttr.hp = reduceCe(this.hp);
newAttr.atk = reduceCe(this.atk);
newAttr.def = reduceCe(this.def);
newAttr.mdef = reduceCe(this.mdef);
newAttr.speed = reduceCe(this.speed);
newAttr.hit = reduceCe(this.hit);
newAttr.cri = reduceCe(this.cri);
newAttr.flee = reduceCe(this.flee);
newAttr.antCri = reduceCe(this.antCri);
newAttr.damageIncrease = reduceCe(this.damageIncrease);
newAttr.damageDecrease = reduceCe(this.damageDecrease);
newAttr.defIngnore = reduceCe(this.defIngnore);
newAttr.bloodSuck = reduceCe(this.bloodSuck);
newAttr.ap = reduceCe(this.ap);
newAttr.damageCri = reduceCe(this.damageCri);
return newAttr;
}
// 战力计算
public calCe() {
let { hp, atk, def, mdef } = this.setMainAttrRatio();
let { cri, flee, damageIncrease, damageDecrease, damageCri } = this.setSubAttrRatio();
let { hp, atk, def, mdef } = this.getRealMainAttr();
let { cri, flee, damageIncrease, damageDecrease, damageCri } = this.getRealSubAttr();
let putHit = CE_CONST.PUT_HIT / HERO_SUB_ATTR_RATIO;
let putAntCri = CE_CONST.PUT_ANT_CRI / HERO_SUB_ATTR_RATIO;