DESKTOP-FB72PO8\Administrator hai 6 días
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bc6ea4059e

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs

@@ -14,6 +14,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1102.cs

@@ -23,6 +23,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1103.cs

@@ -23,6 +23,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 float startTime = i * -0.02f;

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1104.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1105.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs

@@ -18,6 +18,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             ActivationTimeLineData("1201");
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1202.cs

@@ -18,6 +18,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             ActivationTimeLineData("1202");
+            ballisticsCount = (int)effectValue[0];
             currCount = 0;
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1204.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1205.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
             currCount = 0;
 
             ActivationTimeLineData("1301");
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i <  effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1304.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1305.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1401.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
 
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)effectValue[0];
             this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
             ActivationTimeLineData("1401");
         }

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1402.cs

@@ -24,6 +24,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1403.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0]*5;
             for (int j = 0; j < 5; j++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1404.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1405.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9001.cs

@@ -25,6 +25,7 @@ namespace GameLogic.Combat.Skill
 
         protected override void ProInitSkill()
         {
+            ballisticsCount = (int)10;
             AddTriggerCallBack("sk1_fashe", Sk1_FaSheProDefaultTimeLineTrigger);
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9004.cs

@@ -12,6 +12,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)3;
             ActivationTimeLineData("sk4");
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9005.cs

@@ -9,6 +9,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)3;
             ActivationTimeLineData("sk4");
         }
 

+ 2 - 1
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -139,6 +139,7 @@ namespace GameLogic.Combat.Skill
 
         protected SkillInfo skillInfo;
 
+        protected int ballisticsCount=1;
         public T This<T>()
         {
             return (T)(object)this;
@@ -171,7 +172,7 @@ namespace GameLogic.Combat.Skill
         {
             SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
             skillFeaturesData.hp =
-                (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
+                (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
             skillFeaturesData.maxHp = skillFeaturesData.hp;
             return skillFeaturesData;
         }

BIN=BIN
Excel2Json/Excel/HeroPowerUp.xlsx