军团战 添加疲劳值相关的配置
parent
1551a117a1
commit
d840a63bfc
|
|
@ -77,9 +77,13 @@ public sealed partial class DataGlobalLegionConfig : Luban.BeanBase
|
|||
{ if(!_buf["DefenceLossFromHP_Param"].IsNumber) { throw new SerializationException(); } DefenceLossFromHPParam = _buf["DefenceLossFromHP_Param"]; }
|
||||
{ if(!_buf["AttackLossFromHP_Limit"].IsNumber) { throw new SerializationException(); } AttackLossFromHPLimit = _buf["AttackLossFromHP_Limit"]; }
|
||||
{ if(!_buf["DefenceLossFromHP_Limit"].IsNumber) { throw new SerializationException(); } DefenceLossFromHPLimit = _buf["DefenceLossFromHP_Limit"]; }
|
||||
{ if(!_buf["PlayerTurn_FatigueAddValue"].IsNumber) { throw new SerializationException(); } PlayerTurnFatigueAddValue = _buf["PlayerTurn_FatigueAddValue"]; }
|
||||
{ if(!_buf["EnemyTurn_FatigueAddValue"].IsNumber) { throw new SerializationException(); } EnemyTurnFatigueAddValue = _buf["EnemyTurn_FatigueAddValue"]; }
|
||||
{ if(!_buf["Action_FatigueCostValue"].IsNumber) { throw new SerializationException(); } ActionFatigueCostValue = _buf["Action_FatigueCostValue"]; }
|
||||
{ if(!_buf["ChaosState_DefenceLossValue"].IsNumber) { throw new SerializationException(); } ChaosStateDefenceLossValue = _buf["ChaosState_DefenceLossValue"]; }
|
||||
}
|
||||
|
||||
public DataGlobalLegionConfig(int Legion_JoinLevelLimit, int Legion_BeginID, int Legion_PaginateLimit, int Legion_MemberCount, int MailID_LegionJoin, int MailID_LegionDismissMember, int mail_PVP_MonthlyRewards_Title, int mail_LegionBattleFormation_Title, int mail_LegionBattleFight_Title, int mail_LegionBattleEnd_Title, int SkillCharge_NormalAttack, int SkillCharge_BeAttack, int LegionBattleScheduleID_Start, int LegionBattleScheduleID_Team, int LegionBattleScheduleID_TeamLock, int LegionBattleScheduleID_Combat, int LegionBattleMapWidth, int LegionBattleMapHeight, int LegionBattleMaxMemberCount, int LegionBattleMinMemberCount, int LegionBattleMaxMercenaryCount, int MaxLegionTeamCount, int MailID_LegionBattleSigned, int MailID_LegionBattleFormation, int MailID_LegionBattleFight, int MailID_LegionBattleMatchFaild, int mail_LegionDisbanded, int Legion_LabelMax, string Legion_HeadPicFrontPath, System.Collections.Generic.List<int> Legion_Declaration_List, System.Collections.Generic.List<int> Legion_Label_List, int Reward_Legion_Win, int Reward_Legion_Loose, int Reward_Legion_Mercenary_Win, int Reward_Legion_Mercenary_Loose, int MercenaryHonorCoin, string CommanderHeadPath, int MonthlyPassShopId, int MonthlyPassShopId2, int MailID_legionbattle_PrizeMail_fortressWin, int MailID_legionbattle_PrizeMail_fortressLose, int MailID_legionbattle_PrizeMail_fortressAllWin, int MailID_legionbattle_PrizeMail_fortressAllLose, int MailID_legionbattle_PrizeMail_ScoreWin, int MailID_legionbattle_PrizeMail_ScoreLose, int MailID_legionbattle_PrizeMail_ScoreAllWin, int MailID_legionbattle_PrizeMail_ScoreAllLose, int MailID_legionbattle_PrizeMail_Lucky, int MailID_legionbattle_PrizeMail_Employ, int MailID_legionbattle_PrizeMail_EmptyTeamLose, int MailID_legionbattle_PrizeMail_EmptyTeamWin, float Main_Scene_Shadow_Distance, float Camp_Scene_Shadow_Distance, float AttackLossFromHP_Param, float DefenceLossFromHP_Param, float AttackLossFromHP_Limit, float DefenceLossFromHP_Limit )
|
||||
public DataGlobalLegionConfig(int Legion_JoinLevelLimit, int Legion_BeginID, int Legion_PaginateLimit, int Legion_MemberCount, int MailID_LegionJoin, int MailID_LegionDismissMember, int mail_PVP_MonthlyRewards_Title, int mail_LegionBattleFormation_Title, int mail_LegionBattleFight_Title, int mail_LegionBattleEnd_Title, int SkillCharge_NormalAttack, int SkillCharge_BeAttack, int LegionBattleScheduleID_Start, int LegionBattleScheduleID_Team, int LegionBattleScheduleID_TeamLock, int LegionBattleScheduleID_Combat, int LegionBattleMapWidth, int LegionBattleMapHeight, int LegionBattleMaxMemberCount, int LegionBattleMinMemberCount, int LegionBattleMaxMercenaryCount, int MaxLegionTeamCount, int MailID_LegionBattleSigned, int MailID_LegionBattleFormation, int MailID_LegionBattleFight, int MailID_LegionBattleMatchFaild, int mail_LegionDisbanded, int Legion_LabelMax, string Legion_HeadPicFrontPath, System.Collections.Generic.List<int> Legion_Declaration_List, System.Collections.Generic.List<int> Legion_Label_List, int Reward_Legion_Win, int Reward_Legion_Loose, int Reward_Legion_Mercenary_Win, int Reward_Legion_Mercenary_Loose, int MercenaryHonorCoin, string CommanderHeadPath, int MonthlyPassShopId, int MonthlyPassShopId2, int MailID_legionbattle_PrizeMail_fortressWin, int MailID_legionbattle_PrizeMail_fortressLose, int MailID_legionbattle_PrizeMail_fortressAllWin, int MailID_legionbattle_PrizeMail_fortressAllLose, int MailID_legionbattle_PrizeMail_ScoreWin, int MailID_legionbattle_PrizeMail_ScoreLose, int MailID_legionbattle_PrizeMail_ScoreAllWin, int MailID_legionbattle_PrizeMail_ScoreAllLose, int MailID_legionbattle_PrizeMail_Lucky, int MailID_legionbattle_PrizeMail_Employ, int MailID_legionbattle_PrizeMail_EmptyTeamLose, int MailID_legionbattle_PrizeMail_EmptyTeamWin, float Main_Scene_Shadow_Distance, float Camp_Scene_Shadow_Distance, float AttackLossFromHP_Param, float DefenceLossFromHP_Param, float AttackLossFromHP_Limit, float DefenceLossFromHP_Limit, int PlayerTurn_FatigueAddValue, int EnemyTurn_FatigueAddValue, int Action_FatigueCostValue, float ChaosState_DefenceLossValue )
|
||||
{
|
||||
this.LegionJoinLevelLimit = Legion_JoinLevelLimit;
|
||||
this.LegionBeginID = Legion_BeginID;
|
||||
|
|
@ -138,6 +142,10 @@ public sealed partial class DataGlobalLegionConfig : Luban.BeanBase
|
|||
this.DefenceLossFromHPParam = DefenceLossFromHP_Param;
|
||||
this.AttackLossFromHPLimit = AttackLossFromHP_Limit;
|
||||
this.DefenceLossFromHPLimit = DefenceLossFromHP_Limit;
|
||||
this.PlayerTurnFatigueAddValue = PlayerTurn_FatigueAddValue;
|
||||
this.EnemyTurnFatigueAddValue = EnemyTurn_FatigueAddValue;
|
||||
this.ActionFatigueCostValue = Action_FatigueCostValue;
|
||||
this.ChaosStateDefenceLossValue = ChaosState_DefenceLossValue;
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -374,6 +382,22 @@ public sealed partial class DataGlobalLegionConfig : Luban.BeanBase
|
|||
/// 棋子防御力随血量损失的上限
|
||||
/// </summary>
|
||||
public float DefenceLossFromHPLimit { get; private set; }
|
||||
/// <summary>
|
||||
/// 玩家回合开始, 玩家棋子增加的疲劳值
|
||||
/// </summary>
|
||||
public int PlayerTurnFatigueAddValue { get; private set; }
|
||||
/// <summary>
|
||||
/// 敌方回合开始, 敌方棋子增加的疲劳值
|
||||
/// </summary>
|
||||
public int EnemyTurnFatigueAddValue { get; private set; }
|
||||
/// <summary>
|
||||
/// 攻击, 受击, 助战等行动消耗的疲劳值
|
||||
/// </summary>
|
||||
public int ActionFatigueCostValue { get; private set; }
|
||||
/// <summary>
|
||||
/// 混乱状态下损失的防御力比例
|
||||
/// </summary>
|
||||
public float ChaosStateDefenceLossValue { get; private set; }
|
||||
|
||||
public const int __ID__ = -1210700855;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
|
@ -442,6 +466,10 @@ public sealed partial class DataGlobalLegionConfig : Luban.BeanBase
|
|||
+ "DefenceLossFromHPParam:" + DefenceLossFromHPParam + ","
|
||||
+ "AttackLossFromHPLimit:" + AttackLossFromHPLimit + ","
|
||||
+ "DefenceLossFromHPLimit:" + DefenceLossFromHPLimit + ","
|
||||
+ "PlayerTurnFatigueAddValue:" + PlayerTurnFatigueAddValue + ","
|
||||
+ "EnemyTurnFatigueAddValue:" + EnemyTurnFatigueAddValue + ","
|
||||
+ "ActionFatigueCostValue:" + ActionFatigueCostValue + ","
|
||||
+ "ChaosStateDefenceLossValue:" + ChaosStateDefenceLossValue + ","
|
||||
+ "}";
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -256,6 +256,22 @@ public partial class GlobalLegionConfig
|
|||
/// 棋子防御力随血量损失的上限
|
||||
/// </summary>
|
||||
public float DefenceLossFromHPLimit => _data.DefenceLossFromHPLimit;
|
||||
/// <summary>
|
||||
/// 玩家回合开始, 玩家棋子增加的疲劳值
|
||||
/// </summary>
|
||||
public int PlayerTurnFatigueAddValue => _data.PlayerTurnFatigueAddValue;
|
||||
/// <summary>
|
||||
/// 敌方回合开始, 敌方棋子增加的疲劳值
|
||||
/// </summary>
|
||||
public int EnemyTurnFatigueAddValue => _data.EnemyTurnFatigueAddValue;
|
||||
/// <summary>
|
||||
/// 攻击, 受击, 助战等行动消耗的疲劳值
|
||||
/// </summary>
|
||||
public int ActionFatigueCostValue => _data.ActionFatigueCostValue;
|
||||
/// <summary>
|
||||
/// 混乱状态下损失的防御力比例
|
||||
/// </summary>
|
||||
public float ChaosStateDefenceLossValue => _data.ChaosStateDefenceLossValue;
|
||||
|
||||
public void ResolveRef(Tables tables)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -77,6 +77,10 @@
|
|||
"AttackLossFromHP_Param": 0,
|
||||
"DefenceLossFromHP_Param": 0,
|
||||
"AttackLossFromHP_Limit": 0,
|
||||
"DefenceLossFromHP_Limit": 0
|
||||
"DefenceLossFromHP_Limit": 0,
|
||||
"PlayerTurn_FatigueAddValue": 1,
|
||||
"EnemyTurn_FatigueAddValue": 1,
|
||||
"Action_FatigueCostValue": 2,
|
||||
"ChaosState_DefenceLossValue": 0.5
|
||||
}
|
||||
]
|
||||
Loading…
Reference in New Issue