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@@ -223,8 +223,8 @@ public class MoveCharacter : Character
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return;
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}
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screenReflectPresets.ScreenReflect(hitFeedbackSystem, attackInfo.attackValue - hitResistance);
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- base.BeHit(attackInfo, attackFrom);
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int damage = attackInfo.damage;
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+ int armorRate = attributeStatus.resistances.armor;
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if (attackInfo.attackEffect != null && attackInfo.attackEffect.Length > 0)
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{
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foreach (AttackEffect ae in attackInfo.attackEffect)
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@@ -274,7 +274,7 @@ public class MoveCharacter : Character
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/*非控制*/
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//穿甲
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case AttackEffect.Armor:
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- damage = attributeStatus.AddArmor(attackInfo.armor, damage);
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+ armorRate = attributeStatus.AddArmor(attackInfo.armor, damage);
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break;
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//易伤
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case AttackEffect.Vulnerable:
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@@ -283,6 +283,11 @@ public class MoveCharacter : Character
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}
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}
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}
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+
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+ //计算护甲减免
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+ damage = (int)(damage * (100f / (100 + armorRate)) + 0.5f);
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+
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+ //计算易伤
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damage = attributeStatus.DamageCalculation(damage);
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//伤害减免,先注释,用到的时候再改
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