fix: 对主角技能 buff 造成的伤害添加上限限制
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@ -37,7 +37,7 @@ export function getFightDPS(fromRole: FightObj, toRole: FightObj, extData: DPS_E
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运算速度 自身速度*随机浮动值
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运算速度 自身速度*随机浮动值
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随机浮动值 0.9-1.1(1位小数) (-10,10)
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随机浮动值 0.9-1.1(1位小数) (-10,10)
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*/
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*/
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if (fromRole.isDead || toRole.isDead) return { num: 0, dps: 0, miss: false, baoji: false, fromRole: fromRole, toRole: toRole };
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if (fromRole.isDead || toRole.isDead) return { num: 0, dps: 0, miss: false, baoji: false, fromRole: fromRole, toRole: toRole };
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let miss = false, baoji = false, dps = 0;
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let miss = false, baoji = false, dps = 0;
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let fromRoleLv = fromRole.getData('lv'), toRoleLv = toRole.getData('lv');
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let fromRoleLv = fromRole.getData('lv'), toRoleLv = toRole.getData('lv');
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@ -182,6 +182,18 @@ export function getBuffDPS(toRole: FightObj, fromRole: FightObj, extData: { xiao
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// todo 主角技能还没有限制百分比的最大伤害,以下判断修复技能buff没有伤害
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// todo 主角技能还没有限制百分比的最大伤害,以下判断修复技能buff没有伤害
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if (fromRole.getData('pos') != 7){
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if (fromRole.getData('pos') != 7){
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dps = dps > maxDps ? maxDps : dps;
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dps = dps > maxDps ? maxDps : dps;
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} else {
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// 主角技能伤害最大值: avg(所有上场干部的maxDps) * 2
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let sumHeroMaxDps = 0, heroCount = 0;
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const fromRoleSide = fromRole.getData('side');
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fromRole.fightControl.fightRolesArr.forEach(role => {
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if (role.getData('pos') < 7 && role.getData('side') === fromRoleSide) {
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sumHeroMaxDps += role.getData('maxdps');
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heroCount++;
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}
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});
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maxDps = sumHeroMaxDps / heroCount * 2;
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dps = dps > maxDps ? maxDps : dps;
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}
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}
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return { num: -dps, dps: -dps, miss: miss, baoji: baoji, fromRole: fromRole, toRole: toRole };
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return { num: -dps, dps: -dps, miss: miss, baoji: baoji, fromRole: fromRole, toRole: toRole };
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