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@@ -144,9 +144,9 @@ function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken) |
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var m = ms[monid]; //怪物数据
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var plusAdd = [10,5,3]; //加值的增加值
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var awokenAdd = [ //对应加三维觉醒的序号与增加值
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{index:1,value:500},
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{index:2,value:100},
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{index:3,value:200}
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[{index:1,value:500},{index:65,value:-5000}],
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[{index:2,value:100},{index:66,value:-1000}],
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[{index:3,value:200},{index:67,value:-2000}]
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];
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var latentAdd = [ //对应加三维潜在觉醒的序号与增加比例
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[{index:1,scale:0.015},{index:12,scale:0.03},{index:25,scale:0.045}],
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@@ -168,14 +168,22 @@ function calculateAbility(monid,level,plus,awoken,latent,weaponId,weaponAwoken) |
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if (weaponAwokenList.indexOf(49)>=0)
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awokenList = awokenList.concat(weaponAwokenList);
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}
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var awokenCount = awoken?awokenList.filter(function(a){return a==awokenAdd[idx].index;}).length:0; //含有增加三维觉醒的数量
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var n_awoken = Math.round(awokenCount*awokenAdd[idx].value);
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var n_latent = latent?Math.round(latentAdd[idx].reduce(function(previous,la){
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var latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
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return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
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},0)):0;
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var n_awoken = awoken
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?Math.round(awokenAdd[idx].reduce(function(previous,aw){
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var awokenCount = awokenList.filter(function(a){return a==aw.index;}).length; //每个潜觉的数量
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return previous + aw.value * awokenCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
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},0))
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:0;
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var n_latent = latent
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?Math.round(latentAdd[idx].reduce(function(previous,la){
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var latentCount = latent.filter(function(l){return l==la.index;}).length; //每个潜觉的数量
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return previous + n_base * la.scale * latentCount; //无加值与觉醒的基础值,乘以那么多个潜觉的增加倍数
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},0))
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:0;
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//console.log("基础值:%d,加蛋值:%d,觉醒x%d增加:%d,潜觉增加:%d",n_base,n_plus,awokenCount,n_awoken,n_latent);
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return n_base + n_plus + n_awoken + n_latent;
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var reValue = n_base + n_plus + n_awoken + n_latent;
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if (idx<2 && reValue<1) reValue = 1; //HP和ATK最低为1
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return reValue;
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})
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return abilitys;
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} |