更新
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excel/Rune.xlsx
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excel/Rune.xlsx
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@ -106,7 +106,6 @@ function Attack:Execute()
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-- 暴击判定走通用属性
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-- 暴击判定走通用属性
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local critCheckRate = self:GetAttributeValue("critRate") or 0
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local critCheckRate = self:GetAttributeValue("critRate") or 0
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critCheckRate = 100
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local isCrit = Rng:RandomPercent(critCheckRate)
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local isCrit = Rng:RandomPercent(critCheckRate)
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local baseAttack = self.PlayerAI:GetBaseAttack()
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local baseAttack = self.PlayerAI:GetBaseAttack()
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@ -157,7 +156,6 @@ function Attack:Execute()
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}, function(processedData)
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}, function(processedData)
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damageData = processedData.damageData
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damageData = processedData.damageData
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end)
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end)
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print("damageData", damageData)
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DamageProxy:TakeDamage(self.Character, self.CheckData["ClosestCharacter"], damageData)
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DamageProxy:TakeDamage(self.Character, self.CheckData["ClosestCharacter"], damageData)
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-- 发送攻击后事件
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-- 发送攻击后事件
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@ -38,11 +38,11 @@ function RuneWearElementAttack:OnExecute(index: number, AttributesData: table, B
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for _, equipment in equipmentList do
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for _, equipment in equipmentList do
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local equipmentWearing = equipment:GetAttribute("wearing")
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local equipmentWearing = equipment:GetAttribute("wearing")
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if equipmentWearing > 0 then
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if equipmentWearing > 0 then
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elementNumber = elementNumber + #equipment:FindFirstChild("Element"):GetAttributes()
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elementNumber = elementNumber + Utils:GetTableLength(equipment:FindFirstChild("elements"):GetAttributes())
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end
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end
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end
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end
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local attackRate = math.floor((AttributesData.attackRate or 100) * elementNumber * 25 / 100)
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local attackRate = math.floor((100 + AttributesData.attackRate or 0) * (elementNumber * 25 / 100))
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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return nil
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return nil
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@ -46,7 +46,7 @@ function RuneWearEmptySlot:OnExecute(index: number, AttributesData: table, Behav
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for _, equipment in equipmentList do
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for _, equipment in equipmentList do
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local equipmentWearing = equipment:GetAttribute("wearing")
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local equipmentWearing = equipment:GetAttribute("wearing")
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if equipmentWearing > 0 then
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if equipmentWearing > 0 then
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maxRuneNumber = maxRuneNumber + 1
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maxRuneNumber = maxRuneNumber + equipment:GetAttribute("maxRuneNumber")
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table.insert(wearWeaponList, equipment.Name)
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table.insert(wearWeaponList, equipment.Name)
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end
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end
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end
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end
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@ -60,7 +60,7 @@ function RuneWearEmptySlot:OnExecute(index: number, AttributesData: table, Behav
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end
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end
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end
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end
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local attackRate = math.floor((AttributesData.attackRate or 100) * (maxRuneNumber - hasSlotNumber) * 25 / 100)
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local attackRate = math.floor((100 + AttributesData.attackRate or 0) * ((maxRuneNumber - hasSlotNumber) * 25 / 100))
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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return nil
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return nil
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@ -59,8 +59,8 @@ function RuneWearFillSlot:OnExecute(index: number, AttributesData: table, Behavi
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end
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end
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end
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end
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end
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end
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local attackRate = math.floor((AttributesData.attackRate or 100) * hasSlotNumber * 25 / 100)
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local attackRate = math.floor((100 + AttributesData.attackRate or 0) * (hasSlotNumber * 25 / 100))
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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return nil
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return nil
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@ -52,9 +52,7 @@ function RuneWearKnife:OnExecute(index: number, AttributesData: table, BehaviorN
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end
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end
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local attackRate = math.floor(subTypeNumber * 25)
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local attackRate = math.floor(subTypeNumber * 25)
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print("Before attackRate", attackRate)
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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Utils:TableSafeAddValue(AttributesData, "attackRate", attackRate)
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print("After attackRate", AttributesData.attackRate)
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return nil
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return nil
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end
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end
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@ -119,8 +119,8 @@ end
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-- 触发所有符文初始化完成
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-- 触发所有符文初始化完成
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function PlayerAI:TriggerAllRunesInitFinish()
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function PlayerAI:TriggerAllRunesInitFinish()
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for _, data in self.RuneList do
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for _, rune in self.RuneList do
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data.rune:InitFinish()
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rune:InitFinish()
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end
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end
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end
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end
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@ -25,6 +25,9 @@ function RuneCalculation:GetRuneAttributes(Player: Player, PlayerAI: table, Attr
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PlayerAI:ClearSharedData()
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PlayerAI:ClearSharedData()
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PlayerAI:ClearAllRune()
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PlayerAI:ClearAllRune()
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for wearingSlot, runeName in wearingRuneName do PlayerAI:AddRune(runeName, wearingSlot) end
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for wearingSlot, runeName in wearingRuneName do PlayerAI:AddRune(runeName, wearingSlot) end
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-- 符文初始化完成
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PlayerAI:TriggerAllRunesInitFinish()
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-- 开始记录
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-- 开始记录
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for runeName, rune in pairs(PlayerAI.RuneList) do
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for runeName, rune in pairs(PlayerAI.RuneList) do
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