示例#1
0
    //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);
    }
示例#2
0
    /// <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);
    }
示例#3
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    //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);
    }
示例#4
0
    //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);
    }
示例#5
0
    //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);
    }
示例#6
0
    //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);
    }
示例#7
0
    /// <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);
    }
示例#8
0
    /// <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);
    }
示例#9
0
    /// <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);
    }
示例#10
0
    /// <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);
    }
示例#11
0
    //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);
    }
示例#12
0
    /// <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);
    }
示例#13
0
    //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);
    }
示例#14
0
    /// <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);
    }