diff --git a/game-server/app/services/role/calCe.ts b/game-server/app/services/role/calCe.ts index 57219a96b..8515f951f 100644 --- a/game-server/app/services/role/calCe.ts +++ b/game-server/app/services/role/calCe.ts @@ -45,13 +45,13 @@ export class CalCe { let lv = this.data.heroLv.get(hid)||1; for(let attrId = ABI_TYPE.ABI_HP; attrId < ABI_TYPE.ABI_MAX; attrId++) { if(!this.data.heroAttrs.has(`${hid}_${attrId}`) && !this.data.globalAttrs.has(attrId)) continue; - let { mainBase = 0, subBase = 0, job = 0, starUp = 0, connect = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{}; + let { mainBase = 0, mainBaseUp = 0, subBase = 0, job = 0, starUp = 0, connect = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{}; let { school = 0, teraph = 0, title = 0, scroll = 0, skin = 0 } = this.data.getGlobalAttrById(attrId)||{}; let val = 0, str = ''; if(ABI_TYPE_MAIN.indexOf(attrId) != -1) { - // {[ hp1 + lv * hp2 ] * ( 1 + hp5 ) + [( hp6 + hp7 ) * ( 1 + hp8 )]} * ( 1 + hp9 ) + hp10 + hp11 - val = (( mainBase + job + lv * starUp ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 ) + stone + teraph + title + scroll; - str += `{[${mainBase}+${job}+${lv}*${starUp}]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100 )+${stone}+${teraph}+${title}+${scroll}`; + // {[ hp1 + lv * hp2 ] * ( 1 + hp5 ) + [( hp6 + hp7 ) * ( 1 + hp8 )]} * ( 1 + hp9 ) + hp10 + hp11 + val = (( mainBase + job + lv * ( starUp + mainBaseUp ) ) * ( 1 + connect/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 )))) * ( 1 + jewel/100 + school/100 + talent/100 + skin/100 ) + stone + teraph + title + scroll; + str += `{[${mainBase}+${job}+${lv}*(${starUp}+${mainBaseUp})]* ( 1 + ${connect}/100) + [(${equipQuality}+${equipStrength}) * ( 1 + ${equipStar}/100+${equipSuit}/100)]} * (1+${jewel}/100+${school}/100+${talent}/100+${skin}/100 )+${stone}+${teraph}+${title}+${scroll}`; } else { // attr1 + attr2 + attr4 + attr5 + attr6 + attr7 + attr9 val = subBase + job + teraph + school + title + jewel + equipStar; @@ -139,12 +139,17 @@ export class CalCe { // 武将基础&成长 public setHeroBase(hid: number, skinId: number) { this.data.clearHeroAttrByHid(hid, 'mainBase'); + this.data.clearHeroAttrByHid(hid, 'mainBaseUp'); let dicHero = gameData.hero.get(skinId); for(let [attrId, value] of dicHero.baseAbilityArr) { let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId); heroAttr.mainBase = value; } + for(let [attrId, value] of dicHero.baseAbilityUpArr) { + let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId); + heroAttr.mainBaseUp = value; + } } // 武将等级 @@ -985,6 +990,7 @@ abstract class HeroAllAttr { equipSuit: number = 0; // hp8,套装(dic_zyz_equipSuit的effect,然后对应dic_zyz_se) jewel: number = 0; // hp9 & attr7,天晶随机属性值(jewel的ranSe,对应dic_zyz_randomEffectPool) stone: number = 0; // hp10, 地玉增加的固定值(dic_zyz_stone的attribute) + mainBaseUp: number = 0; // hp2, 基础成长(dic_zyz_hero的hp_up) constructor(hid: number, attrId: number, ) { this.hid = hid; @@ -1033,6 +1039,8 @@ class HeroMainAttr extends HeroAllAttr { this.jewel = value; break; case HERO_MAIN_ATTR_INDEX.STONE: this.stone = value; break; + case HERO_MAIN_ATTR_INDEX.BASE_UP: + this.mainBaseUp = value; break; } } } @@ -1078,6 +1086,9 @@ class HeroMainAttr extends HeroAllAttr { case HERO_MAIN_ATTR_INDEX.STONE: values.push(this.stone); break; + case HERO_MAIN_ATTR_INDEX.BASE_UP: + values.push(this.mainBaseUp); + break; } } return values; @@ -1266,6 +1277,7 @@ enum HERO_MAIN_ATTR_INDEX { EQUIP_SUIT = 9, // hp8,套装(dic_zyz_equipSuit的effect,然后对应dic_zyz_se) JEWEL = 10, // hp9,天晶随机属性值(jewel的ranSe,对应dic_zyz_randomEffectPool) STONE = 11, // hp10, 地玉增加的固定值(dic_zyz_stone的attribute) + BASE_UP = 12, // hp2, 角色基础属性成长(dic_zyz_hero的hp_up) END }