|
|
|
@@ -2924,12 +2924,17 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) { |
|
|
|
const leader2id = teamsCount===2 ? (teamIdx === 1 ? teams[0][0][0].id : teams[1][0][0].id) : team[0][5].id; |
|
|
|
|
|
|
|
if (tHpDom) { |
|
|
|
const reduceScale1 = getReduceScale(Skills[Cards[leader1id].leaderSkillId],true); |
|
|
|
const reduceScale2 = getReduceScale(Skills[Cards[leader2id].leaderSkillId],true); |
|
|
|
const totalReduce = 1 - (1 - reduceScale1) * (1 - reduceScale2); |
|
|
|
|
|
|
|
const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo); |
|
|
|
const teamHPNoAwokenArr = countTeamHp(team[0], leader1id, leader2id, solo, true); |
|
|
|
|
|
|
|
const tHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP |
|
|
|
const tHPNoAwoken = teamHPNoAwokenArr.reduce((pv, v) => pv + v); //队伍计算的总HP无觉醒 |
|
|
|
|
|
|
|
let tHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP |
|
|
|
let tHPNoAwoken = teamHPNoAwokenArr.reduce((pv, v) => pv + v); //队伍计算的总HP无觉醒 |
|
|
|
|
|
|
|
|
|
|
|
const teamHPAwoken = awokenCountInTeam(team, 46, solo, teamsCount); //全队大血包个数 |
|
|
|
|
|
|
|
@@ -2940,8 +2945,13 @@ function refreshTeamTotalHP(totalDom, team, teamIdx) { |
|
|
|
badgeHPScale = 1.15; |
|
|
|
} |
|
|
|
|
|
|
|
tHpDom.textContent = Math.round(Math.round(tHP * (1 + 0.05 * teamHPAwoken)) * badgeHPScale) + |
|
|
|
` (${Math.round(Math.round(tHPNoAwoken) * badgeHPScale)})`; |
|
|
|
tHP = Math.round(Math.round(tHP * (1 + 0.05 * teamHPAwoken)) * badgeHPScale); |
|
|
|
tHPNoAwoken = Math.round(Math.round(tHPNoAwoken) * badgeHPScale); |
|
|
|
|
|
|
|
const tReduceHP = tHP / (1 - reduceScale1) / (1 - reduceScale2); //队伍正常满血加上盾能承受的最大伤害 |
|
|
|
|
|
|
|
tHpDom.textContent = tHP + |
|
|
|
` (${tHPNoAwoken}) >> Max ${Math.round(tReduceHP)}(-${(totalReduce * 100).toFixed(2)}%)`; |
|
|
|
} |
|
|
|
|
|
|
|
if (tMoveDom) { |
|
|
|
@@ -2964,9 +2974,15 @@ function refreshFormationTotalHP(totalDom, teams) { |
|
|
|
//因为目前仅用于2P,所以直接在外面固定写了 |
|
|
|
const leader1id = teams[0][0][0].id; |
|
|
|
const leader2id = teams[1][0][0].id; |
|
|
|
|
|
|
|
const reduceScale1 = getReduceScale(Skills[Cards[leader1id].leaderSkillId],true); |
|
|
|
const reduceScale2 = getReduceScale(Skills[Cards[leader2id].leaderSkillId],true); |
|
|
|
const totalReduce = 1 - (1 - reduceScale1) * (1 - reduceScale2); |
|
|
|
|
|
|
|
const tHPArr = teams.map(function(team) { |
|
|
|
const teamHPArr = countTeamHp(team[0], leader1id, leader2id, solo); |
|
|
|
|
|
|
|
|
|
|
|
const teamTHP = teamHPArr.reduce((pv, v) => pv + v); //队伍计算的总HP |
|
|
|
const teamHPAwoken = awokenCountInTeam(team, 46, solo, teamsCount); //全队大血包个数 |
|
|
|
|
|
|
|
@@ -2981,8 +2997,10 @@ function refreshFormationTotalHP(totalDom, teams) { |
|
|
|
const tHP = tHPArr.reduce((pv, v) => pv + v); |
|
|
|
const tHPNoAwoken = tHPNoAwokenArr.reduce((pv, v) => pv + v); |
|
|
|
|
|
|
|
const tReduceHP = tHP / (1 - reduceScale1) / (1 - reduceScale2); //队伍正常满血加上盾能承受的最大伤害 |
|
|
|
|
|
|
|
tHpDom.textContent = tHP.toString() + |
|
|
|
` (${tHPNoAwoken})`; |
|
|
|
` (${tHPNoAwoken}) >> Max ${Math.round(tReduceHP)}(-${(totalReduce * 100).toFixed(2)}%)`; |
|
|
|
} |
|
|
|
} |
|
|
|
//刷新单人技能CD |
|
|
|
|