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