local HeroPlugin = {} function HeroPlugin.bind(Hero) function Hero:log(contents) contents = contents or {} if contents["cint1"] or contents["cint2"] or contents["cint3"] then print("heroLog error log have cint1 or cint2 or cint3 ", debug.traceback()) end contents["cint1"] = self:getProperty("id") contents["cint2"] = self:getProperty("type") self.owner:log("hero_action", contents) end function Hero:getMaxLevel() return math.min(#csvdb["unit_expCsv"], csvdb["unit_breakCsv"][self:getProperty("breakL")].levelLimit) end --角色自身 = 初始 *(1+升级)*(1+突破)*(1+觉醒)+ 天赋升级 + 天赋阶段 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") --天赋 local talentAttrS = {} -- 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[TalentAttsEnumEx[i]] = (talentAttrS[TalentAttsEnumEx[i]] or 0) + strength end else for i = 1, 4 do --4个天赋 talentAttrS[TalentAttsEnumEx[i]] = (talentAttrS[TalentAttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength end end --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 for _, attrName in pairs(AttsEnumEx) do if talentAttrS[attrName] then talentAttrS[attrName] = (unitData[attrName] or 0) * talentAttrS[attrName] / 100 end end local attrs = {} for _, attName in pairs(AttsEnumEx) do attrs[attName] = unitData[attName] or 0 end --升级、突破、觉醒 local lData = csvdb["unit_expCsv"][level] local blData = csvdb["unit_breakCsv"][breakL] local wData = csvdb["unit_wakeCsv"][wakeL] for attr, value in pairs(attrs) do attrs[attr] = attrs[attr] * (1 + (lData[attr .. "Level"] or 0) / 100) * (1 + (blData[attr .. "Level"] or 0) / 100) * (1 + (wData[attr .. "Level"] or 0) / 100) + (talentAttrS[attr] or 0) 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.percent[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 = {}, percent = {}} for _, attName in pairs(AttsEnumEx) do attrs.value[attName] = 0 attrs.percent[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.percent[AttsEnumEx[effects[1][1]]] = attrs.percent[AttsEnumEx[effects[1][1]]] + effects[1][2] end if count >= 3 then attrs.percent[AttsEnumEx[effects[2][1]]] = attrs.percent[AttsEnumEx[effects[2][1]]] + effects[1][2] end if count >= 4 then attrs.percent[AttsEnumEx[effects[3][1]]] = attrs.percent[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 / 10 * (1 + buildData.effect/100)) -- 零件的加成属性有特殊需求 填的是 10倍的值 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 and AttsEnumEx[effects[1][1]]then attrs.percent[AttsEnumEx[effects[1][1]]] = attrs.percent[AttsEnumEx[effects[1][1]]] + effects[1][2] end if count >= 4 and AttsEnumEx[effects[2][1]] then attrs.percent[AttsEnumEx[effects[2][1]]] = attrs.percent[AttsEnumEx[effects[2][1]]] + effects[2][2] end if count >= 6 and AttsEnumEx[effects[3][1]] then attrs.percent[AttsEnumEx[effects[3][1]]] = attrs.percent[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 * 23 + 闪避 * 4)*(攻击*14 + 命中 * 2)*(1 + 暴击几率/100 * 暴击伤害/100)* 攻击速度 / 60000 ,0.8 ] function Hero:getBattleValue(activeRelation) -- isReal包括队伍加成 local attrs = self:getTotalAttrs({activeRelation = activeRelation}) local battleValue = ((attrs["hp"] + attrs["def"] * 23 + attrs["miss"] * 4) * (attrs["atk"] * 14 + attrs["hit"] * 2) * (1 + attrs["crit"]/100 * attrs["critHurt"]/100) * attrs["atkSpeed"] / 600000) ^ 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) local level = 1 for wakeL = 1, self:getProperty("wakeL") do local wakeData = csvdb["unit_wakeCsv"][wakeL] for _, slot in ipairs(wakeData.skill:toArray(true,"=")) do if slot == idx then level = level + 1 end end end return level end function Hero:getSkillData(idx) local unitData = csvdb["unitCsv"][self:getProperty("type")] if idx == 1 then return csvdb["skill_specialCsv"][unitData.special] elseif idx == 2 then return csvdb["adv_battle_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:getRunes() local rune = self:getProperty("rune") if not rune or rune == "" then rune = "1=0 2=0 3=0 4=0 5=0 6=0" end local result = rune:toNumMap() for i = 1, 6 do if not result[i] then result[i] = 0 end end return result end -- 101 冒险战斗被动技 -- 102 挂机战斗被动技 function Hero:getRuneSkill(skillType) local suits = {} for _,uid in pairs(self:getRunes()) do if uid > 0 then local runeData = self.owner.runeBag[uid] if not runeData then return end local csvData = csvdb["runeCsv"][runeData.type][runeData.id] if not suits[csvData.suit] then suits[csvData.suit] = {} end table.insert(suits[csvData.suit],csvData) end end for suitId,runes in pairs(suits) do local suitCsv = csvdb["rune_suitCsv"][tonumber(suitId)] if not suitCsv then return end local effects = suitCsv.effect:toTableArray(true) local count = #runes if count >= 2 and effects[1][1] == skillType then return effects[1][2] end if count >= 4 and effects[2][1] == skillType then return effects[2][2] end if count >= 6 and effects[3][1] == skillType then return effects[3][2] end end return end end return HeroPlugin