| | |
| | | private void HandleNormal(Targetable enemy) |
| | | { |
| | | float finalDamage = damager.finalDamage; |
| | | bool crit = damager.isCrit; |
| | | if (crit) |
| | | finalDamage += finalDamage; |
| | | // bool crit = damager.isCrit; |
| | | bool crit = false; |
| | | // if (crit) |
| | | // finalDamage += finalDamage; |
| | | |
| | | // 精英怪和Boss双倍攻击. |
| | | bool doubleHit = damager.doubleHit && enemy.bElit; |
| | | if (doubleHit) |
| | | finalDamage *= 2; |
| | | bool doubleHit = false; |
| | | // bool doubleHit = damager.doubleHit && enemy.bElit; |
| | | // if (doubleHit) |
| | | // finalDamage *= 2; |
| | | |
| | | // 处理光塔对应的攻击增加: |
| | | if (attackRise > 0) |
| | |
| | | add += list[i].Config.buff_effect[2]; |
| | | } |
| | | |
| | | return finalDamage * (1 + ratio / 100f) + add; |
| | | return finalDamage * (ratio / 100f) + add; |
| | | } |
| | | |
| | | /// <summary> |