HeroPlugin.lua
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local HeroPlugin = {}
function HeroPlugin.bind(Hero)
function Hero:getMaxLevel()
return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit)
end
function Hero:getSPoint()
local point = 0
for i = 0, self:getProperty("wakeL") do
if csvdb["unit_wakeCsv"][i] then
point = point + csvdb["unit_wakeCsv"][i].sp
end
end
return point
end
function Hero:getLSPoint()
local point = self:getSPoint()
for skill, level in pairs(self:getProperty("skillL"):toNumMap()) do
point = point - (level - 1)
end
return point
end
--角色属性值 = 基础属性值(unit)* [ 1 + 升级属性(unit_exp)+ 突破属性(unit_break)] * [ 1 + 觉醒属性(unit_wake)+ 天赋属性(unit_talent)]
function Hero:getBaseAttrs(params)
params = params or {}
local unitData = csvdb["unitCsv"][self:getProperty("type")]
local level = params.level or self:getProperty("level")
local breakL = params.breakL or self:getProperty("breakL")
local wakeL = params.wakeL or self:getProperty("wakeL")
local talent = params.talent or self:getProperty("talent")
local attrs = {}
for _, attName in pairs(AttsEnumEx) do
attrs[attName] = unitData[attName] or 0
end
local lData = csvdb["unit_expCsv"][level]
local blData = csvdb["unit_breakCsv"][breakL]
-- core
for attr, value in pairs(attrs) do
attrs[attr] = attrs[attr] * (100 + (lData[attr .. "Level"] or 0) + (blData[attr .. "Level"] or 0)) / 100
end
local talentAttrS = {}
-- 天赋阶段属性
for i = 1, (talent:getv(0, 1) - 1) do
local curData = csvdb["unit_talentCsv"][i]
local effect = curData[#curData].effect:toArray(true, "=")
talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]
end
-- 四个基础属性
local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)]
if not curData then -- 已经满阶段了
curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]]
local strength = curData[#curData].strength
for i = 1, 4 do
talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + strength
end
else
for i = 1, 4 do --4个天赋
talentAttrS[AttsEnumEx[i]] = (talentAttrS[AttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength
end
end
--好感度
local loveUp = {}
for i = 0, self:getProperty("loveL") do
local reward = csvdb["unit_love_effectCsv"][i]["reward"]
for attrId, value in pairs(reward:toNumMap()) do
loveUp[AttsEnumEx[attrId]] = (loveUp[AttsEnumEx[attrId]] or 0) + value
end
end
--皮肤
local skinUp = {}
local reward = (csvdb["unit_skinCsv"][self:getSkinId()] or {})["reward"] or ""
for attrId, value in pairs(reward:toNumMap()) do
skinUp[AttsEnumEx[attrId]] = (skinUp[AttsEnumEx[attrId]] or 0) + value
end
--觉醒
local wData = csvdb["unit_wakeCsv"][wakeL]
for attr, value in pairs(attrs) do
attrs[attr] = attrs[attr] * (100 + (wData[attr .. "Level"] or 0) + (talentAttrS[attr] or 0) + (loveUp[attr] or 0) + (skinUp[attr] or 0)) / 100
end
return attrs
end
--当前属性 = [ 角色属性值 + 基础装备(固定)+ 专属装备(固定)] * [ 1 + 基础装备(百分比) + 专属装备(百分比)]
function Hero:getTotalAttrs(params)
params = params or {}
local attrs = self:getBaseAttrs()
-- 装备零件
local equipAttrs = self:getRuneEquipAttrs()
for _, attName in pairs(AttsEnumEx) do
attrs[attName] = ((attrs[attName] or 0) + equipAttrs.value[attName]) * (1 + equipAttrs.precent[attName] / 100)
end
-- 羁绊加成
if params.activeRelation then
for k, v in pairs(AttsEnumEx) do
attrs[v] = (attrs[v] or 0) * (1 + (params.activeRelation[v] or 0) / 100)
end
end
return attrs
end
-- 当前零件和装备增加属性
function Hero:getRuneEquipAttrs()
local attrs = {value = {}, precent = {}}
for _, attName in pairs(AttsEnumEx) do
attrs.value[attName] = 0
attrs.precent[attName] = 0
end
local equipSuits = {}
-- 装备效果
for typ,level in pairs(self:getProperty("equip"):toNumMap()) do
if level > 0 then
local data = csvdb["equipCsv"][typ][level]
for k,v in pairs(data.attr1:toNumMap()) do
attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + v
end
for k,v in pairs(data.attr2:toNumMap()) do
attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + v
end
if data.suit ~= "" then
if not equipSuits[data.suit] then equipSuits[data.suit] = {} end
table.insert(equipSuits[data.suit], data)
end
end
end
-- 装备套装效果
for suitId,eDatas in pairs(equipSuits) do
local suitCsv = csvdb["equip_suitCsv"][tonumber(suitId)]
if suitCsv then
local effects = suitCsv.effect:toTableArray(true)
local count = #eDatas
if count >= 2 then
attrs.precent[AttsEnumEx[effects[1][1]]] = attrs.precent[AttsEnumEx[effects[1][1]]] + effects[1][2]
end
if count >= 3 then
attrs.precent[AttsEnumEx[effects[2][1]]] = attrs.precent[AttsEnumEx[effects[2][1]]] + effects[1][2]
end
if count >= 4 then
attrs.precent[AttsEnumEx[effects[3][1]]] = attrs.precent[AttsEnumEx[effects[3][1]]] + effects[3][2]
end
end
end
-- 零件效果
local suits = {}
for _, uid in pairs(self:getProperty("rune"):toNumMap()) do
if uid > 0 then
local rune = self.owner.runeBag[uid]
local buildData = csvdb["rune_buildCsv"][rune:getProperty("level")]
for k,v in pairs(rune:getProperty("attrs"):toNumMap()) do
attrs.value[AttsEnumEx[k]] = attrs.value[AttsEnumEx[k]] + (v * (1 + buildData.effect/100))
end
local csvData = csvdb["runeCsv"][rune:getProperty("type")][rune:getProperty("id")]
if not suits[csvData.suit] then suits[csvData.suit] = {} end
table.insert(suits[csvData.suit],csvData)
end
end
-- 零件套装效果
for suitId,runeDatas in pairs(suits) do
local suitCsv = csvdb["rune_suitCsv"][tonumber(suitId)]
if suitCsv then
local effects = suitCsv.effect:toTableArray(true)
local count = #runeDatas
if count >= 2 then
attrs.precent[AttsEnumEx[effects[1][1]]] = attrs.precent[AttsEnumEx[effects[1][1]]] + effects[1][2]
end
if count == 6 then
attrs.precent[AttsEnumEx[effects[3][1]]] = attrs.precent[AttsEnumEx[effects[3][1]]] + effects[3][2]
end
end
end
return attrs
end
-- 战斗力(当前属性)= POWER[(生命 + 防御 * 7 + 闪避 * 4)*(攻击 + 命中 * 4)*(1 + 暴击几率/100 * 暴击伤害/100)* 攻击速度 / 60000 ,0.8 ]
function Hero:getBattleValue(activeRelation)
local attrs = self:getTotalAttrs({activeRelation = activeRelation})
local battleValue = ((attrs["hp"] + attrs["def"] * 7 + attrs["miss"] * 4) * (attrs["atk"] + attrs["hit"] * 4) * (1 + attrs["crit"]/100 * attrs["critHurt"]/100) * attrs["atkSpeed"] / 60000) ^ 0.8
return math.floor(battleValue)
end
function Hero:saveBattleValue()
local battleValue = self:getBattleValue()
if battleValue ~= self:getProperty("battleV") then
self:setProperty("battleV", battleValue)
end
return battleValue
end
-- 技能1234 对应必杀技,冒险技,被动技,战斗技
function Hero:getSkillLevel(idx)
return self:getProperty("skillL"):getv(idx, 1)
end
function Hero:getSkillData(idx, skin)
local unitData = csvdb["unitCsv"][self:getProperty("type")]
if idx == 1 then
return csvdb["skill_specialCsv"][unitData.special]
elseif idx == 2 then
return csvdb["adv_skill_specialCsv"][unitData.adv]
elseif idx == 3 then
return csvdb["skill_passiveCsv"][unitData.passive]
elseif idx == 4 then
return csvdb["skill_blockCsv"][unitData.block]
end
return {}
end
function Hero:getSkinId(skin)
skin = skin or self:getProperty("skin")
if skin == 0 then
return self:getProperty("type")
else
return 30000 + self:getProperty("type") * 10 + skin
end
end
end
return HeroPlugin