public bool __CriticalAttack(ObjectCreature pTarget) { LogManager.LogAssert(m_pHolder); LogManager.LogAssert(m_pSpellInfo); /*一次攻击行为的暴击判定率P的计算公式为: * P = p - b / (〖a((A + X) / (B + X))〗^k + c) + A^'-B' * 其中A为攻击方暴击最终值,B为防御方最终韧性值,A’为攻击方暴击最终率,B’为防御方韧性最终率。 * X、a、b、c、k、p 分别为暴击率计算系数,配置在10_config表中。*/ float nParamX = DataTemplate.GetInstance().m_GameConfig.getCritical_X(); float nParama = DataTemplate.GetInstance().m_GameConfig.getCritical_a(); float nParamb = DataTemplate.GetInstance().m_GameConfig.getCritical_b(); float nParamc = DataTemplate.GetInstance().m_GameConfig.getCritical_c(); float nParamk = DataTemplate.GetInstance().m_GameConfig.getCritical_k(); float nParamp = DataTemplate.GetInstance().m_GameConfig.getCritical_p(); double fParam = (m_pHolder.GetCritical() + nParamX) / (pTarget.GetTenacity() + nParamX); fParam = Math.Pow(fParam, nParamk); int fHit = (int)((nParamp - nParamb / (nParama * fParam + nParamc) + m_pHolder.GetCriticalRate() - pTarget.GetTenacityRate()) * 10000L); fHit = Math.Min((int)(DataTemplate.GetInstance().m_GameConfig.getCritical_max() * 10000f), fHit); //System.Random ran = new System.Random(); //int nRand = ran.Next(1, 10000); int iRnd = System.DateTime.Now.Millisecond; System.Random randomCoor = new System.Random(iRnd); int nRand = randomCoor.Next(1, 10000); if (nRand <= fHit) { return(true); } return(false); }