using Cal; using System; using System.Collections.Generic; namespace ET { public static class SpiBuffDamageCalculate { public static void Calculate(NumericComponent num, NumericComponent numTarget, ValueCalculate valueCalculate_Self, ValueCalculate valueCalculate_Target, int skillId, out BallisticData data) { data = new BallisticData(); float baseHurt1 = 0, baseHurt2 = 0; //攻击数值 = 攻击*技能百分比+技能数值威力 //基础伤害=攻击数值*攻击数值/(攻击数值+对方防御) float def = numTarget.Get(NumericType.SpiDef) + 0.01f; float mineLevel = numTarget.Get(NumericType.Level); if (valueCalculate_Self != null) { if (SkillHelper.GetParam(valueCalculate_Self.param, skillId, out float percValue1)) { BattleHelper.GetNumType(valueCalculate_Self, NumTargetType.Self, num, numTarget, out NumericComponent num1, out NumericType numericType1); float attackValue1 = num1.Get(numericType1) * percValue1 / 100 + ConstDefine.DamageStrTimes * num.Get(NumericType.Wim); //减伤百分比=自身防御/(攻击方等级X200+自身防御); //最终伤害=对方基础攻击X(1-减伤百分比)*(1-自身减伤百分比)-体力*14-耐力*48 float reduce = def / (num.Get(NumericType.Level) * ConstDefine.DamageLevelTimes + def); baseHurt1 = attackValue1 * (1 - reduce) * (1 +num.Get( NumericType.MicDA) - numTarget.Get(NumericType.Nmeni)) - numTarget.Get(NumericType.Phy) *mineLevel/ ConstDefine.DamagePhyTimes - numTarget.Get(NumericType.Sta) *mineLevel/ ConstDefine.DamageStaTimes; if (baseHurt1 <= 0) baseHurt1 = 0; } } if (valueCalculate_Target != null) { if (SkillHelper.GetParam(valueCalculate_Target.param, skillId, out float percValue2)) { BattleHelper.GetNumType(valueCalculate_Target, NumTargetType.Target, num, numTarget, out NumericComponent num2, out NumericType numericType2); float attackValue2 = num2.Get(numericType2) * percValue2 / 100 + ConstDefine.DamageStrTimes * num.Get(NumericType.Wim); float reduce = def / (num.Get(NumericType.Level) * ConstDefine.DamageLevelTimes + def); baseHurt2 = attackValue2 * (1 - reduce) * (1 +num.Get( NumericType.MicDA) - numTarget.Get(NumericType.Nmeni)) - numTarget.Get(NumericType.Phy) *mineLevel/ ConstDefine.DamagePhyTimes - numTarget.Get(NumericType.Sta) * mineLevel/ConstDefine.DamageStaTimes; if (baseHurt2 <= 0) baseHurt2 = 0; } } float baseHurt = baseHurt1 + baseHurt2; if (num.Parent.GetComponent().HasState(ModifierStateType.必定暴击)) { data.isCrit = true; } else { //暴击概率=0.05f+0.6f*(暴击率/(爆击率+对方暴击率抵抗)) float crirBase = num.Get(NumericType.Mcrir); float cri = 0.05f + 0.6f * (crirBase * crirBase / (crirBase + numTarget.Get(NumericType.Rmcrir) + 0.01f)); //暴击概率 = 暴击概率>0.8f ? 0.8f:暴击概率 cri = cri > ConstDefine.MaxCritRate ? ConstDefine.MaxCritRate : cri; //是否暴击 = 0-1 的随机数 <= 暴击概率 data.isCrit = RandomHelper.RandomFloat() <= cri; } //暴击伤害倍率 = 有暴击? (暴击伤害*2 + FirstCritDamage)/(暴击伤害*0.6f +暴击伤害抵抗 + 1):1f float criBase = num.Get(NumericType.Mcri); float criHurt = data.isCrit ? ((criBase * 2 +ConstDefine. BaseCritDamage) / (criBase * 0.6f + numTarget.Get(NumericType.Rmcri) + 1)) : 1; data.value = baseHurt * criHurt * RandomHelper.RandomFloat(0.9f, 1.1f); if (data.value <= 0) data.value = 1; } } }