diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index 08bb7e3f..97db19e0 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -2666,13 +2666,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["星尘项链"], - info: "闪避+10%,攻击+44%,技能冷却减少10%", + info: "闪避+10%,攻击+44%,技能冷却减少10%", // 正数技能冷却减少,负数技能冷却增加 special_attr: [ ], buff: [ { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, { type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO }, - { type: BuffAttr.SKILL_CD, value: -10, target: EquipAttrTarget.HERO }, + { type: BuffAttr.SKILL_CD, value: 10, target: EquipAttrTarget.HERO }, ], }, 7545: { @@ -2682,13 +2682,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["星尘项链"], - info: "闪避+12%,攻击+50%,技能冷却减少20%", + info: "闪避+12%,攻击+50%,技能冷却减少20%", // 正数技能冷却减少,负数技能冷却增加 special_attr: [ ], buff: [ { type: BuffAttr.DODGE, value: 12, target: EquipAttrTarget.HERO }, { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, - { type: BuffAttr.SKILL_CD, value: -20, target: EquipAttrTarget.HERO }, + { type: BuffAttr.SKILL_CD, value: 20, target: EquipAttrTarget.HERO }, ], }, diff --git a/assets/script/game/map/EquipSkillComp.ts b/assets/script/game/map/EquipSkillComp.ts index 89fccecf..718e04e1 100644 --- a/assets/script/game/map/EquipSkillComp.ts +++ b/assets/script/game/map/EquipSkillComp.ts @@ -79,34 +79,37 @@ export class EquipSkillComp extends CCComp { update(dt: number): void { if(!smc.mission.play||smc.mission.pause) return if(this.skill1.uuid!=0){ - if(this.skill1.cd_time < (this.skill1.cd)){ + let cd=this.skill1.cd*(100-smc.vmdata.hero_buff.ATK_CD)/100 + if(this.skill1.cd_time < cd){ this.skill1.cd_time+=dt }else{ if(this.skill1.type==1){ this.do_skill1() } } - this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill1.cd_time/this.skill1.cd) + this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill1.cd_time/cd) } if(this.skill2.uuid!=0){ - if(this.skill2.cd_time < (this.skill2.cd)){ + let cd=this.skill2.cd*(100-smc.vmdata.hero_buff.ATK_CD)/100 + if(this.skill2.cd_time < cd){ this.skill2.cd_time+=dt }else{ if(this.skill2.type==1){ this.do_skill2() } } - this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill2.cd_time/this.skill2.cd) + this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill2.cd_time/cd) } if(this.skill3.uuid!=0){ - if(this.skill3.cd_time < (this.skill3.cd)){ + let cd=this.skill3.cd*(100-smc.vmdata.hero_buff.ATK_CD)/100 + if(this.skill3.cd_time < cd){ this.skill3.cd_time+=dt }else{ if(this.skill3.type==1){ // this.do_skill3() } } - this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill3.cd_time/this.skill3.cd) + this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill3.cd_time/cd) } } do_skill1(){