엘리트 몬스터 일단 완료
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@ -304,6 +304,7 @@ public class Actor : MyCoroutine
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dinfo.Beater_pd = _pd;
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dinfo.BaseDmg = addAtk + (_pd.BaseDmg > 0 ? _pd.BaseDmg : m_Stat.Get_Stat(eStat.BaseDmg));
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if (dic_ccValue.ContainsKey(eCC.ATK_Mul)) dinfo.BaseDmg += dinfo.BaseDmg * dic_ccValue[eCC.ATK_Mul];
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var atkDownData = Get_CCData(eCC.ATK_Down);
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if (atkDownData.CCTime > 0f) dinfo.BaseDmg -= dinfo.BaseDmg * atkDownData.CCDmg;
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@ -350,6 +351,7 @@ public class Actor : MyCoroutine
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var hpper = (float)(m_Stat.Get_Stat(eStat.HP) / m_Stat.Get_Stat(eStat.MaxHP));
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if (hpper <= m_Stat.Get_Stat(eStat.HeroBuffHP))
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def += m_Stat.Get_Stat(eStat.DEF) * m_Stat.Get_Stat(eStat.HeroBuff_DEF);
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if (dic_ccValue.ContainsKey(eCC.DEF_Mul)) def += def * dic_ccValue[eCC.DEF_Mul];
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Check_CCAddRate(eCC.DEF_Down, _dinfo.Beater);
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++dic_ccAddRate[eCC.DEF_Down][_dinfo.Beater];
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@ -368,6 +370,8 @@ public class Actor : MyCoroutine
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++dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater];
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if (dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater] > beaterStat.Get_Stat(eStat.M_DEF_Down_Limit))
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dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater] = beaterStat.Get_Stat(eStat.M_DEF_Down_Limit);
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if (dic_ccValue.ContainsKey(eCC.MDEF_Mul)) def += def * dic_ccValue[eCC.MDEF_Mul];
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reduceDef = beaterStat.Get_Stat(eStat.M_DEF_Down) * dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater]; // 마법저항력 감소 체크
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def -= reduceDef;
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if (beaterStat.Get_Stat(eStat.M_DEF_Down_Step3) >= 1)
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@ -585,26 +585,34 @@ public class MobActor : Actor
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}
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break;
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case eSkillExtraType.PerHPBuff_SPD:
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{
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if (!dic_ccValue.ContainsKey(eCC.ATKSPD_Up)) dic_ccValue.Add(eCC.ATKSPD_Up, 0f);
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if (!dic_ccValue.ContainsKey(eCC.MOVSPD_Up)) dic_ccValue.Add(eCC.MOVSPD_Up, 0f);
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int perval1 = (int)(Get_hpLostPercentage() / temp.f_ExtraValue1);
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if (temp.f_ExtraValue1 > 0) // val1이 0이 아니어야 함 (0으로 나누는 오류 방지)
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{
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dic_ccValue[eCC.ATKSPD_Up] = perval1 * temp.f_ExtraValue2;
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dic_ccValue[eCC.MOVSPD_Up] = perval1 * temp.f_ExtraValue3;
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}
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if (perval1 > 0)
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Show_TargetEffect_NoTime(eCC.PerHPBuff_SPD, skilltype.e_SkillEffect, skilltype.e_EffectLocation);
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}
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PerHPBuff(eCC.PerHPBuff_SPD, eCC.ATKSPD_Up, eCC.MOVSPD_Up, temp, skilltype);
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break;
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case eSkillExtraType.PerHPBuff_ADEF:
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PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.ATK_Mul, temp, skilltype);
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break;
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case eSkillExtraType.PerHPBuff_AMDEF:
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PerHPBuff(eCC.PerHPBuff_AMDEF, eCC.ATK_Mul, eCC.MDEF_Mul, temp, skilltype);
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break;
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}
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}
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}
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}
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void PerHPBuff(eCC skilltypecc, eCC buffcc1, eCC buffcc2, SkillListTableData temp, SkillTypeConfigTableData skilltype)
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{
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if (!dic_ccValue.ContainsKey(buffcc1)) dic_ccValue.Add(buffcc1, 0f);
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if (!dic_ccValue.ContainsKey(buffcc2)) dic_ccValue.Add(buffcc2, 0f);
|
||||
|
||||
int perval1 = (int)(Get_hpLostPercentage() / temp.f_ExtraValue1);
|
||||
if (temp.f_ExtraValue1 > 0) // val1이 0이 아니어야 함 (0으로 나누는 오류 방지)
|
||||
{
|
||||
dic_ccValue[buffcc1] = perval1 * temp.f_ExtraValue2;
|
||||
dic_ccValue[buffcc2] = perval1 * temp.f_ExtraValue3;
|
||||
}
|
||||
|
||||
if (perval1 > 0)
|
||||
Show_TargetEffect_NoTime(skilltypecc, skilltype.e_SkillEffect, skilltype.e_EffectLocation);
|
||||
}
|
||||
void Show_TargetEffect_NoTime(eCC cc, string effectprefab, eEffectLocation location)
|
||||
{
|
||||
if (!dic_CCEffect.ContainsKey(cc) || !dic_CCEffect[cc].IsMyEffect(this))
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ public enum eSkillType { Active, Passive, JobPassive, MobPassive }
|
|||
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, ManaBurn, HPBurn,
|
||||
SilenceCurse, Barrier, Reincarnation, Blind, PerHPBuff_SPD, }
|
||||
SilenceCurse, Barrier, Reincarnation, Blind, PerHPBuff_SPD, PerHPBuff_ADEF, PerHPBuff_AMDEF }
|
||||
|
||||
public class SkillListTableData : TableDataBase
|
||||
{
|
||||
|
|
|
|||
|
|
@ -7,11 +7,15 @@ public enum eSubRol { None, Elite, Boss, Mimic, }
|
|||
public enum eClassType { SwordMan, Archer, Fighter, Mage }
|
||||
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, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, PerHPBuff_SPD, // 움직임 자유
|
||||
public enum eCC {
|
||||
// 움직임 자유
|
||||
BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down,
|
||||
STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime,
|
||||
Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, PerHPBuff_SPD, PerHPBuff_ADEF, PerHPBuff_AMDEF,
|
||||
ATK_Mul, DEF_Mul, MDEF_Mul,
|
||||
|
||||
Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
|
||||
// 움직임 제한
|
||||
Freeze, Attract, KnockedAirborne, KnockBack, Stun,
|
||||
|
||||
Max }
|
||||
public enum eAddExtraType { None,
|
||||
|
|
|
|||
Loading…
Reference in New Issue