수호전사 기본, 기본 공격, 어그로 스킬, f_디폴트 -> n_디폴트 및 *0.0001 계산

This commit is contained in:
Ino 2025-02-05 09:47:02 +09:00
parent f0f99a2ae7
commit 0597e32dbd
37 changed files with 27674 additions and 14 deletions

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@ -77,7 +77,7 @@ PC 기본 공격
//- 10101 풋내기 전사
//- 10102 마검사
//- 10201 블레이드 댄서
- 10202 암살자
//- 10202 암살자
//- 10301 견습 마법사
//- 10302 숙련 마도사
//- 10303 소환사

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@ -1 +1 @@
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@ -283,7 +283,11 @@ public class Actor : MyCoroutine
var dinfo = new DamageInfo();
dinfo.Beater = this;
dinfo.Beater_pd = _pd;
dinfo.BaseDmg = addAtk + (_pd.BaseDmg > 0 ? _pd.BaseDmg : m_Stat.Get_Stat(eStat.BaseDmg));
var atkDownData = Get_CCData(eCC.ATK_Down);
if (atkDownData.CCTime > 0f) dinfo.BaseDmg -= dinfo.BaseDmg * atkDownData.CCDmg;
if (dic_ccData[eCC.MultiShot].CCTime > 0f)
dinfo.BaseDmg -= dinfo.BaseDmg * dic_ccData[eCC.MultiShot].CCDmg;
dinfo.Damage = dinfo.BaseDmg * _attackrate;
@ -1043,6 +1047,8 @@ public class Actor : MyCoroutine
Buff_or_Debuff(eCC.MOVSPD_Up, LifeTime, val3);
break;
case eSkillExtraType.Aggro:
Buff_or_Debuff(eCC.ATK_Down, LifeTime, val2 + pd.CC_AddVal1);
Buff_or_Debuff(eCC.DEF_Down, LifeTime, val3 + pd.CC_AddVal1);
break;
case eSkillExtraType.VampirHeal:
_dinfo.Beater.Heal(val2);

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@ -0,0 +1,21 @@
using UnityEngine;
public class Skill_Aggro : ProjectileBase
{
[Header("도발 범위")]
public float aggroRange = 5f;
public override void Set(ProjectileData _data)
{
base.Set(_data);
transform.position = _data.shooter.Get_position();
transform.eulerAngles = Vector3.zero;
_data.CC_AddVal1 = m_ProjecTileData.Get_SkillDamagePercent();
var enemies = Get_Enemies(transform, aggroRange);
for (int i = 0; i < enemies.Count; i++)
enemies[i].Check_Extra(Get_DamageInfo());
StartCoroutine(Co_Off(2f));
}
}

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@ -264,6 +264,7 @@ public partial class InGameInfo : MyCoroutine
switch (_ptd.m_SkillListTableData.e_SkillTarget)
{
case eSkillTarget.Self:
case eSkillTarget.SelfEnemy:
_ptd.target = _ptd.shooter;
break;
case eSkillTarget.Team:

View File

@ -68,8 +68,8 @@ public class EquipmentSlotUpgradeTableData : TableDataBase
set { _BalanceConstantPrice = value; _BalanceConstantPrice.RandomizeCryptoKey(); }
} // 재화 소모 밸런스 상수 K값
public float Get_MainStatValue(int lv) { return Get_Value(lv, n_DefaultValue, f_LevelPerValue, f_BalanceConstant); }
public float Get_Price(int lv) { return Get_Value(lv, f_BalanceConstantPrice, f_LevelPerValue, f_LevelPerValuePrice); }
public float Get_MainStatValue(int lv) { return Get_Value(lv, f_BalanceConstant, n_DefaultValue, f_LevelPerValue); }
public float Get_Price(int lv) { return Get_Value(lv, f_BalanceConstantPrice, n_DefaultValuePrice, f_LevelPerValuePrice); }
}
public class table_equipslotupgrade : table_missionbase

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@ -4,7 +4,7 @@ using Newtonsoft.Json;
using UnityEngine;
public enum eSkillType { Active, Passive, JobPassive }
public enum eSkillTarget { Enemy, Self, Team, Pet }
public enum eSkillTarget { Enemy, Self, SelfEnemy, Team, Pet }
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, }
@ -80,8 +80,8 @@ public class SkillListTableData : TableDataBase
public eSkillTarget e_SkillTarget { get; set; }
// 기본 스킬 데미지
ObscuredFloat _DefaultValue;
public float f_DefaultValue
ObscuredInt _DefaultValue;
public int n_DefaultValue
{
get { return _DefaultValue; }
set { _DefaultValue = value; _DefaultValue.RandomizeCryptoKey(); }
@ -178,7 +178,7 @@ public class SkillListTableData : TableDataBase
public float Get_SkillDamage(ActorStatInfo statInfo, int lv, int nextlv = 0)
{
var cal_lv = lv + (int)statInfo.Get_Stat(eStat.ALL_SKILL) + nextlv;
return Get_Value(cal_lv, f_BalanceConstant, f_DefaultValue, f_LevelPerValue);
return Get_Value(cal_lv, f_BalanceConstant, n_DefaultValue, f_LevelPerValue);
}
public float Get_CoolTime(double _v) { return f_CoolTime - f_CoolTime * (float)_v; }
public float Get_ReinforcePrice(int lv) { return Get_Value(lv, f_BalanceConstantPrice, n_DefaultValuePrice, f_LevelPerValuePrice, true); }

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@ -3,7 +3,7 @@ using CodeStage.AntiCheat.ObscuredTypes;
using Newtonsoft.Json;
public enum eEffectLocation { Top, Mid, Bottom }
public enum eSkillExtraTiming { Start, Hit }
public enum eSkillExtraTiming { Start, Hit, Skill }
public class SkillTypeConfigTableData : TableDataBase
{

View File

@ -32,6 +32,8 @@ public class ObjectPool<T> where T : new()
val = defaultval + lv * perlv;
else
val = defaultval + Mathf.Pow(lv * perlv, balance * Mathf.Sqrt(lv));
val *= 0.0001f;
if (abandon) val = Mathf.Floor(val); // 소수점 이하 모두 버림
return val;
}

View File

@ -9,7 +9,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill }
public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
Cri_Up, MultiShot, // 움직임 자유
Cri_Up, MultiShot, ATK_Down, // 움직임 자유
Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
@ -207,6 +207,7 @@ public enum eEffect
Skill_ShadowSlash, Skill_DarkAmbush, Skill_PhantomFrenzy,
Skill_UnpredictableArrow, Skill_TrapSetup, Skill_BindingArrow,
Skill_MultiShot, Skill_RapidShot, Skill_ArrowRain,
Skill_Aggro,
Skill_Poison,