// TODO: 变更当前攻击力技能 // 增加 自己/对手 当前战斗力X% type:0---百分比 1---固定值 private void castChangeAttackSkill(bool beOwner, float addRate, int type = 0, int angryCost = 0) { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); BT_Monster target = beOwner ? owner : enemy; if (target.alive) { if (angryCost > 0) // 扣怒气... { BT_MonsterTeam selfTeam = owner.ownerTeam; selfTeam.costAngry(angryCost); } CMsgSkillChangeAttack msg = new CMsgSkillChangeAttack(this, target.pveId); int beforeAtt = target.curAtt; if (0 == type) { if (beOwner) { target.curAttEnhance(1 + addRate * 0.01f); } else { int hp = target.curAtt; float damage = hp * addRate * 0.01f; damage = returnDamage(owner, enemy, damage); if (false == target.canSufferSkillDamage()) { damage = 0; } target.curAttAdd(-damage); // target.curAttEnhance ( 1 - addRate / 100 ); } } else { target.curAttAdd(addRate); } int afterAtt = target.curAtt; msg.curAtt = afterAtt; msg.addAtt = afterAtt - beforeAtt; war.addMsgToRecorder(msg); } }
// TODO: 以下ok // TODO:群体增益 // 增加自己后rate名队友num%的初始战斗力。 0--固定值 1--百分比. private void castChangeAttackAllSkill(float addRate, int sufferCnt, bool beOwnerTeam = true, int type = 1, int angryCost = 0) { BT_Logical war = owner._war; CMsgSkillChangeCurAttackAll msg = new CMsgSkillChangeCurAttackAll(this); war.addMsgToRecorder(msg); BT_MonsterTeam selfTeam = owner.ownerTeam; BT_MonsterTeam enemyTeam = owner.vsTeam; if (angryCost > 0) // 扣怒气... { selfTeam.costAngry(angryCost); } BT_MonsterTeam armTeam = beOwnerTeam ? selfTeam : enemyTeam; int teamLen = armTeam._team.Count; int sufferNum = 0; List <CMsgSkillChangeAttack> tmp = new List <CMsgSkillChangeAttack>(); for (int i = armTeam.curPetTeamIndex + 1; i < teamLen && sufferNum < sufferCnt; i++, sufferNum++) { BT_Monster enemy = armTeam._team [i]; float addAtt = addRate; if (1 == type) { addAtt = enemy.initAtt * addRate * Consts.oneHundred; } CMsgSkillChangeAttack msgtmp = new CMsgSkillChangeAttack(this, enemy.pveId); int beforeAtt = enemy.curAtt; enemy.curAttAdd(addAtt); int afterAtt = enemy.curAtt; msgtmp.curAtt = afterAtt; msgtmp.addAtt = afterAtt - beforeAtt; tmp.Add(msgtmp); } msg.sufferArr = tmp.ToArray(); }