//d_magiccrit表示玩家当前魔法暴击值; //l_skillmagiccrit表示技能状态增加的魔法暴击值; //l_skillintelligence表示技能状态增加的智力值; private static int CACL_MAGICCRIT_DELTA(int d_magiccrit, int l_skillintelligence, int l_skillmagiccrit) { int k7 = ConfigM.GetAttributeK(7); float Lmagiccrit = d_magiccrit + l_skillintelligence * k7 / 100 + l_skillmagiccrit; return((int)Lmagiccrit); }
/// <summary> /// 计算当前Hp /// </summary> /// <param name="hp">初始HP</param> /// <param name="Addstrength">增长力量</param> /// <returns>Hp</returns> private static int CALC_HP(int hp, int Addstrength) { float k1 = ConfigM.GetAttributeK(1) * 1.0f; float value = hp + Addstrength * k1; return((int)value); }
//d_magicdefend表示玩家当前魔法防御; //l_skllmagicdefend1表示技能状态增加的魔法防御值; //l_skillmagicdefend2表示技能状态增加的魔法防御百分比; //l_skillintelligence表示技能状态增加的智力值; private static int CACL_MAGICDEFEND_DELTA(int d_magicdefend, int l_skillintelligence, int l_skllmagicdefend1, float l_skillmagicdefend2) { int k5 = ConfigM.GetAttributeK(5); float Lmagicdefend = (d_magicdefend + l_skllmagicdefend1 + l_skillintelligence * k5 / 100) * (1 + l_skillmagicdefend2); return((int)Lmagicdefend); }
//d_phycrit表示玩家当前物理暴击值; //l_skillphycrit表示技能状态增加的物理暴击值; //l_skillagility表示技能状态增加的敏捷值; private static int CACL_PHYCRIT_DELTA(int d_phycrit, int l_skillagility, int l_skillphycrit) { int k6 = ConfigM.GetAttributeK(6); float Lphycrit = d_phycrit + l_skillagility * k6 / 100 + l_skillphycrit; return((int)Lphycrit); }
//d_hp表示玩家当前血量; //l_skillhp1表示技能状态增加的血量值; //l_skillhp2表示技能状态增加的血量百分比; //l_skillstrength表示技能状态增加的力量值; private static int CACL_HP_DELTA(int d_hp, int l_skillhp1, float l_skillhp2, int l_skillstrength) { int k = ConfigM.GetAttributeK(0); float Lhp = (d_hp + l_skillhp1 + l_skillstrength * k * 0.01f) * (1 + l_skillhp2); return((int)Lhp); }
//d_magicattack表示玩家当前魔法攻击; //l_skillmagicattack1表示技能状态增加的魔法攻击值; //l_skillmagicattack2表示技能状态增加的魔法攻击百分比; //l_skillintelligence表示技能状态增加的智力值; private static int CACL_MAGICATTACK_DELTA(int d_magicattack, int l_skillmagicattack1, float l_skillmagicattack2, int l_skillintelligence) { int k4 = ConfigM.GetAttributeK(4); float Lmagicattack = (d_magicattack + l_skillmagicattack1 + l_skillintelligence * k4 / 100f) * (1 + l_skillmagicattack2); return((int)Lmagicattack); }
/// <summary> /// 计算当前魔法暴击 /// </summary> /// <param name="magiccrit">初始魔法暴击</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法暴击</returns> private static int CALC_SOLDIER_MAGICCRIT(int magiccrit, int Addintelligence) { float k7 = ConfigM.GetAttributeK(7) * 0.01f; float value = magiccrit + Addintelligence * k7; return((int)value); }
/// <summary> /// 计算当前物理暴击 /// </summary> /// <param name="phycrit">初始物理暴击</param> /// <param name="Addagility">增长敏捷</param> /// <returns>物理暴击</returns> private static int CALC_SOLDIER_PHYCRIT(int phycrit, int Addagility) { float k7 = ConfigM.GetAttributeK(7) * 0.01f; float value = phycrit + Addagility * k7; return((int)value); }
/// <summary> /// 计算当前魔法防御 /// </summary> /// <param name="magicdefend">初始魔法防御</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法防御</returns> private static int CALC_SOLDIER_MAGICDEFEND(int magicdefend, int Addintelligence) { float k6 = ConfigM.GetAttributeK(6) * 0.01f; float value = magicdefend + Addintelligence * k6; return((int)value); }
/// <summary> /// 计算当前魔法攻击力 /// </summary> /// <param name="magicattack">初始魔法攻击</param> /// <param name="Addintelligence">增长智力</param> /// <returns>魔法攻击</returns> private static int CALC_SOLDIER_MAGICATTACK(int magicattack, int Addintelligence) { float k5 = ConfigM.GetAttributeK(5) * 0.01f; float value = magicattack + Addintelligence * k5; return((int)value); }
//d_phydefend表示玩家当前物理防御 //l_skillstrength表示技能状态增加的力量值; //l_skillagility表示技能状态增加的敏捷指; //l_skilldefend1表示技能状态增加的物理防御值; //l_skilldefend2表示技能状态增加的物理防御百分比; private static int CACL_PHYDEFEND_DELTA(int d_phydefend, int l_skillstrength, int l_skillagility, int l_skilldefend1, float l_skilldefend2) { int k2 = ConfigM.GetAttributeK(2); int k3 = ConfigM.GetAttributeK(3); float lphydefend = (d_phydefend + l_skilldefend1 + l_skillstrength / (k2 / 100f) + l_skillagility / (k3 / 100f)) * (1 + l_skilldefend2); return((int)lphydefend); }
/// <summary> /// 计算当前物理防御 /// </summary> /// <param name="phydefend">初始物理防御</param> /// <param name="Addstrength">增长力量</param> /// <param name="Addagility">增长敏捷</param> /// <returns>物理防御</returns> private static int CALC_SOLDIER_PHYDEFEND(int phydefend, int Addstrength, int Addagility) { float k3 = ConfigM.GetAttributeK(3) * 1.0f; float k4 = ConfigM.GetAttributeK(4) * 1.0f; float value = phydefend + Addstrength / k3 + Addagility / k4; return((int)value); }
//d_phyattack表示玩家当前物理攻击; //soldier_type表示炮弹兵类型; //l_skillstrength表示技能状态增加的力量值; //l_skillagility表示技能状态增加的敏捷指; //l_skillintelligence表示技能状态增加的智力值; //l_skillphyattack1表示技能状态增加的物理攻击值; //l_skillphyattack2表示技能状态增加的物理攻击力百分比; private static int CACL_PHYATTACK_DELTA(int d_phyattack, int soldier_type, int l_skillstrength, int l_skillagility, int l_skillintelligence, int l_skillphyattack1, float l_skillphyattack2) { int k1 = ConfigM.GetAttributeK(1); float Lphyattack = 0; if (soldier_type == 0) { Lphyattack = (d_phyattack + l_skillphyattack1 + l_skillstrength + l_skillagility * k1 / 100f) * (1 + l_skillphyattack2); } else if (soldier_type == 1) { Lphyattack = (d_phyattack + l_skillphyattack1 + l_skillagility + l_skillagility * k1 / 100f) * (1 + l_skillphyattack2); } else { Lphyattack = (d_phyattack + l_skillphyattack1 + l_skillintelligence + l_skillagility * k1 / 100f) * (1 + l_skillphyattack2); } return((int)Lphyattack); }
/// <summary> /// 计算当前物理攻击力 /// </summary> /// <param name="phyattack">初始物理攻击</param> /// <param name="main_proterty">主属性</param> /// <param name="Addstrength">增长力量</param> /// <param name="Addagility">增长敏捷</param> /// <param name="Addintelligence">增长智力</param> /// <returns>物理伤害</returns> private static int CALC_SOLDIER_PHYATTACK(int phyattack, int main_proterty, int Addstrength, int Addagility, int Addintelligence) { float k2 = ConfigM.GetAttributeK(2) * 0.01f; float value = phyattack + Addagility * k2; if (main_proterty == 0) { value += Addstrength; } else if (main_proterty == 1) { value += Addagility; } else if (main_proterty == 2) { value += Addintelligence; } return((int)value); }