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"__id__": 19 + "__id__": 9 }, "_id": "" }, @@ -424,7 +192,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 21 + "__id__": 11 }, "_id": "" }, diff --git a/assets/resources/game/skills/patk.prefab.meta b/assets/resources/game/skills/patk.prefab.meta index 06dfc04f..e9f5ed3e 100644 --- a/assets/resources/game/skills/patk.prefab.meta +++ b/assets/resources/game/skills/patk.prefab.meta @@ -2,7 +2,7 @@ "ver": "1.1.50", "importer": "prefab", "imported": true, - "uuid": "5264ec11-ed2b-498a-a450-f005ecb85659", + "uuid": "fb7acbdd-bb90-4206-92a5-7b9f88f8484b", "files": [ ".json" ], diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 84985bcb..f519dbb2 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -48,76 +48,77 @@ export enum skRun { dead = 1, } export const SkillSet={ - 6001:{uuid: 6001,path: "6001",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, + 6001:{uuid: 6001,path: "6001",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450, sonsk:0, name: "寒冰弹",sp_name:"ball_blue",info:"释放一个火球术攻击敌人"}, - 6002:{uuid: 6002,path: "6002",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, + 6002:{uuid: 6002,path: "6002",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450, sonsk:0, name: "火焰弹",sp_name:"ball_red",info:"释放一个火球术攻击敌人"}, - 6003:{uuid: 6003,path: "6003",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, + 6003:{uuid: 6003,path: "6003",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450, sonsk:0, name: "魔法弹",sp_name:"ball_green",info:"释放一个火球术攻击敌人"}, - 6004:{uuid: 6004,path: "6004",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, + 6004:{uuid: 6004,path: "6004",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450, sonsk:0, name: "圣光弹",sp_name:"ball_yellow",info:"释放一个火球术攻击敌人"}, - 6005:{uuid: 6005,path: "6005",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6005:{uuid: 6005,path: "6005",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "无形剑气",sp_name:"patk",info:"释放无形剑气攻击前方直线100码的敌人"}, - 6006:{uuid: 6006,path: "6006",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6006:{uuid: 6006,path: "6006",run:1,type:1,tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "射击",sp_name:"arrow",info:"释放无形剑气攻击前方直线100码的敌人"}, - 6011:{uuid: 6011,path: "6011",run:0,type:1, tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:3,count:1,apup:0,ap:2,hp:0,cd:0.5,shield:0,speed:100,sonsk:0, + 6011:{uuid: 6011,path: "6011",run:0,type:1, tg:3,with:false,debuff:0,depb:50,debtime:2,derate:1,in:3,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:0.5,shield:0,speed:100,sonsk:0, name: "烈火呼吸",sp_name:"firequan",info:"释放烈火剑气攻击前方地方,对前方敌人造成3段伤害"}, - 6012:{uuid: 6012,path: "6012",run:0,type:1, tg:3,with:false,debuff:2,depb:50,debtime:6,derate:1,in:1,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6012:{uuid: 6012,path: "6012",run:0,type:1, tg:3,with:false,debuff:2,depb:50,debtime:6,derate:1,in:1,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "大火球",sp_name:"fire",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6013:{uuid: 6013,path: "6013",run:0,type:1, tg:3,with:false,debuff:7,depb:50,debtime:2,derate:0.01,in:10,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6013:{uuid: 6013,path: "6013",run:0,type:1, tg:3,with:false,debuff:7,depb:50,debtime:2,derate:0.01,in:10,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "火墙",sp_name:"fires",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6014:{uuid: 6014,path: "6014",run:0,type:1, tg:3,with:false,debuff:1,depb:50,debtime:2,derate:1,in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6014:{uuid: 6014,path: "6014",run:0,type:1, tg:3,with:false,debuff:1,depb:50,debtime:2,derate:1,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "寒冰箭",sp_name:"ice",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6015:{uuid: 6015,path: "6015",run:0,type:1, tg:3,with:false,debuff:3,depb:50,debtime:6,derate:1,in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6015:{uuid: 6015,path: "6015",run:0,type:1, tg:3,with:false,debuff:3,depb:50,debtime:6,derate:1,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "火焰射击",sp_name:"arrow_yellow",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6016:{uuid: 6016,path: "6016",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:6,derate:1,in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:300,sonsk:0, + 6016:{uuid: 6016,path: "6016",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:6,derate:1,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:300,sonsk:0, name: "龙卷风",sp_name:"bwind",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6017:{uuid: 6017,path: "6017",run:0,type:1, tg:2,with:false,debuff:0,depb:50,debtime:2,derate:1,in:10,count:1,apup:0,ap:1,hp:3,cd:1,shield:0,speed:450, sonsk:0, - name: "治愈术",sp_name:"heath",info:"释放一个寒冰箭攻击敌人"}, + 6017:{uuid: 6017,path: "6017",run:0,type:1, tg:2,with:false,debuff:0,depb:50,debtime:2,derate:1,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:20,cd:1,shield:0,speed:450, sonsk:0, + name: "复苏",sp_name:"heath",info:"5秒持续为全体友方恢复施法者最大生命值20%的生命"}, - 6018:{uuid: 6018,path: "6018",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:3,speed:450, sonsk:0, + 6018:{uuid: 6018,path: "6018",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:5,speed:450, sonsk:0, name: "魔法盾",sp_name:"shield",info:"释放一个寒冰箭攻击敌人"}, - 6019:{uuid: 6019,path: "6019",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, + 6019:{uuid: 6019,path: "6019",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:450, sonsk:0, name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人"}, - 6020:{uuid: 6020,path: "6020",run:2,type:2,tg:3,with:false,debuff:0,depb:50,debtime:0,derate:0,in:1,count:1,apup:0,ap:9,hp:0,cd:1,shield:0,speed:450,sonsk:6021, + 6020:{uuid: 6020,path: "6020",run:2,type:2,tg:3,with:false,debuff:0,depb:50,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:900,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:6021, name: "致命射击",sp_name:"shoot1",info:"瞬间对最后排敌人造成致命射击"}, - 6021:{uuid: 6021,path: "6021",run:2,type:2,tg:3,with:false,debuff:0,depb:50,debtime:0,derate:0,in:1,count:1,apup:0,ap:9,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6021:{uuid: 6021,path: "6021",run:2,type:2,tg:3,with:false,debuff:0,depb:50,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:900,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "致命射击2",sp_name:"shoot2",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6022:{uuid: 6022,path: "6022",run:0,type:1, tg:3,with:false,debuff:1,depb:50,debtime:2,derate:1,in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6022:{uuid: 6022,path: "6022",run:0,type:1, tg:3,with:false,debuff:1,depb:50,debtime:2,derate:1,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "冰刺",sp_name:"icez",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6023:{uuid: 6023,path: "6023",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:1,count:1,apup:0,ap:4,hp:0,cd:1,shield:0,speed:450,sonsk:0, + 6023:{uuid: 6023,path: "6023",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:1,shield:0,speed:450,sonsk:0, name: "冰墙",sp_name:"icet",info:"释放有形剑气攻击前方直线300码的敌人"}, - 6024:{uuid: 6024,path: "6024",run:0,type:1, tg:3,with:true,debuff:8,depb:50,debtime:2,derate:1,in:2,count:1,apup:0,ap:2,hp:0,cd:0.5,shield:0,speed:100,sonsk:0, + 6024:{uuid: 6024,path: "6024",run:0,type:1, tg:3,with:true,debuff:8,depb:50,debtime:2,derate:1,in:2,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:0.5,shield:0,speed:100,sonsk:0, name: "旋风斩",sp_name:"fwind",info:"释放烈火剑气攻击前方地方,对前方敌人造成3段伤害"}, - 6025:{uuid: 6025,path: "6025",run:1,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,apup:0,ap:5,hp:0,cd:1,shield:0,speed:500,sonsk:0, + 6025:{uuid: 6025,path: "6025",run:1,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0, name: "螺旋击",sp_name:"fireball",info:"释放烈火剑气攻击前方地方,对前方敌人造成3段伤害"}, - 6026:{uuid: 6026,path: "6026",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,apup:0,ap:5,hp:0,cd:1,shield:0,speed:500,sonsk:0, + 6026:{uuid: 6026,path: "6026",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0, name: "潮汐",sp_name:"watert",info:"释放烈火剑气攻击前方地方,对前方敌人造成3段伤害"}, - 6027:{uuid: 6027,path: "6027",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,apup:0,ap:5,hp:0,cd:1,shield:0,speed:500,sonsk:0, + 6027:{uuid: 6027,path: "6027",run:0,type:1, tg:3,with:false,debuff:8,depb:50,debtime:2,derate:1,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0, name: "战斗冲击",sp_name:"zhanz",info:"释放烈火剑气攻击前方地方,对前方敌人造成3段伤害"}, - 6019:{uuid: 6019,path: "6019",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:0.8,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:450, sonsk:0, - name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人"}, + + 6028:{uuid: 6028,path: "6028",run:0,type:1, tg:0,with:false,debuff:0,depb:50,debtime:2,derate:1,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:2,shield:2,speed:450, sonsk:0, + name: "自然庇佑",sp_name:"heath2",info:"5秒持续为全体友方恢复施法者最大生命值10%的生命,和施法者200%攻击力的护甲"}, } export const MSklist = [6001,6002] diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index d06389f8..50940816 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -175,7 +175,7 @@ export const HeroInfo = { 5017: { uuid:5017,name: "德鲁伊",path:"d1",quality:3,kind:2,type:2,hp:2000,hp_up:10, shp_up:20,def:10,def_up:1,sdef_up:20,ap:20,ap_up:2,sap_up:20,atp:1,vun:0,crit:20,crit_add:0,ucr:0,dodge:0,dis:500,a_cd:1.5, - lvexp:100,slvexp:10,slv:0, speed: 50,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6003,6003,6003,6003,6003,6003],sk2:[6018,6018,6018,6018,6018,6018],sk3:[6018,6018,6018,6018,6018,6018],pw:30,pwm:50,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0, + lvexp:100,slvexp:10,slv:0, speed: 50,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6003,6003,6003,6003,6003,6003],sk2:[6028,6028,6028,6028,6028,6028],sk3:[6028,6028,6028,6028,6028,6028],pw:30,pwm:50,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0, akr:[10,20,30,40,50,60],akc:[1,1,1,1,1,1],uar:[10,20,30,40,50,60],uac:[1,1,1,1,1,1],dgr:[10,20,30,40,50,60],dgc:[1,1,1,1,1,1],crr:[10,20,30,40,50,60],crc:[1,1,1,1,1,1], abh:0,abc:0,uabh:0,uabc:0,cbh:0,cbc:0,aua:0,auc:0,uaua:0,uauc:0,cua:0,cuc:0,wp:1001,arm:2001,ring:3001,shoes:4001, tals:["这是一级说明","这是二级说明","这是三级说明","这是四级说明","这是五级说明"] diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index b742c232..3e286028 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -318,14 +318,8 @@ export class HeroViewComp extends CCComp { let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add) this.check_debuff(skill,l_hp*skill.derate) if(this.shield > 0){ - let l_shield=this.shield-l_hp - if(l_shield < 0){ - this.shield = 0 - l_hp = Math.abs(l_shield) - }else{ - this.shield = l_shield - l_hp = 0 - } + this.shield -=1 + l_hp = 0 } this.hp_less(l_hp,skill.is_crit); } @@ -557,7 +551,7 @@ export class HeroViewComp extends CCComp { let pos =this.node.position let is_crit=this.check_crit() this.to_console(this.scale+this.hero_name+"使用技能:"+sk+SkillSet[sk].name+" pos:"+pos+" t_pos:"+t_pos+" box:"+this.box_group,); - skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add); + skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); } check_heros(){ @@ -699,7 +693,7 @@ export class HeroViewComp extends CCComp { let t_pos = pos this.to_console("to_all_buff:"+sk) let is_crit=this.check_crit() - skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add); + skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); this.to_console("使用buff:"+sk+" t_pos:"+t_pos+" box:"+this.box_group); } @@ -709,7 +703,7 @@ export class HeroViewComp extends CCComp { let pos = this.node.position this.to_console("do_add_buff:"+hero.hero_name+" "+sk); let is_crit=this.check_crit() - skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add); + skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); this.to_console(this.scale+this.hero_name+"使用buff:"+sk+SkillSet[sk].name+" t_pos:"+t_pos+" box:"+this.box_group,); } @@ -743,10 +737,15 @@ export class HeroViewComp extends CCComp { } this.BUFFCOMP.tooltip(2,hp.toFixed(0)); } - add_hp_max(hp: number=0){ - this.BUFFCOMP.show_buff(0.5) - this.hp += Math.floor(hp/100*this.hp_max) ; + add_hp2(hprate: number=0){ + this.hp += Math.floor(hprate/100*this.hp_max) ; } + add_hp_max(hprate: number=0){ + this.BUFFCOMP.show_hp(0.5) + this.hp_max += Math.floor(hprate/100*this.rhp_max) ; + this.add_hp2(hprate) + } + hp_less(hp: number,is_crit:boolean=false){ if(this.is_dead) return hp=Math.floor(hp) diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index e4284e27..2cc55a04 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -196,7 +196,7 @@ export class MissionComp extends CCComp { if(smc.vmdata.mission.hp_up > 0 ){ let heros:any =ecs.query(ecs.allOf(HeroModelComp)); for (let i = 0; i < heros.length; i++) { - heros[i].HeroView.add_hp_max(smc.vmdata.mission.hp_up) + heros[i].HeroView.add_hp2(smc.vmdata.mission.hp_up) } } diff --git a/assets/script/game/skills/BuffCom.ts b/assets/script/game/skills/BuffCom.ts index 49e922d4..ab6e832e 100644 --- a/assets/script/game/skills/BuffCom.ts +++ b/assets/script/game/skills/BuffCom.ts @@ -8,22 +8,20 @@ const { ccclass, property } = _decorator; export class BuffCom extends Component { cd:number = 0; base:SkillCom = null + time:number = 0; start() { this.base =this.node.getComponent(SkillCom) - tween(this.node).to( this.base.in_time, - { position: new Vec3(this.node.position.x,this.node.position.y) }, - { - onComplete: (target?: object) => { - this.base.is_destroy=true - }, - } - ).start(); } update(deltaTime: number) { if(smc.mission.pause) return this.cd+=deltaTime + this.time+=deltaTime + if(this.time>=this.base.in_time){ + this.base.is_destroy = true + } if(this.cd>=this.base.cd){ + if(this.base.is_destroy) return // this.node.setPosition(v3(-1000,0,0)) this.node.active = false this.node.active = true diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 964883d0..c542a718 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -22,7 +22,7 @@ export class Skill extends ecs.Entity { super.destroy(); } load(pos: Vec3 = Vec3.ZERO,group:number,parent:Node,uuid:number=1001, - ap:number =10,t_pos:Vec3 = null,is_crit:boolean=false,crit_add:number=0) + ap:number =10,t_pos:Vec3 = null,is_crit:boolean=false,crit_add:number=0,hp:number=0) { var path = "game/skills/"+SkillSet[uuid].sp_name; var prefab: Prefab = oops.res.get(path, Prefab)!; @@ -45,7 +45,11 @@ export class Skill extends ecs.Entity { // console.log(group+" "+SkillSet[uuid].name+"angle:"+angle) sv.s_uuid = uuid; sv.s_name = SkillSet[uuid].name; - sv.ap = ap*SkillSet[uuid].ap; + sv.ap = ap*SkillSet[uuid].ap/100; // 技能伤害 + sv.apup = ap*SkillSet[uuid].apup/100; // 伤害增量 + sv.hp = hp*SkillSet[uuid].hp/100; // 回复hp增量 + sv.mhp = SkillSet[uuid].mhp/100; // hpmax增量 % + sv.shield =SkillSet[uuid].shield; // 护甲增量 sv.cd = SkillSet[uuid].cd; sv.tg = SkillSet[uuid].tg; sv.debtime = SkillSet[uuid].debtime; diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index 68993ca1..af7aad06 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -21,6 +21,10 @@ export class SkillCom extends CCComp { speed:number = 200; scale:number = 1; ap:number = 10; + apup:number = 0;// + mhp:number = 0; + hp:number = 0; //治疗总量 + shield:number = 0;//护甲总量 cd:number = 1; debuff:number = 0; debtime:number = 0; @@ -72,20 +76,23 @@ export class SkillCom extends CCComp { do_buff(hero:any){ this.to_console(" do_buff hero: ",hero) if(SkillSet[this.s_uuid].hp > 0){ //buff加血 - let increase_hp=Math.floor(SkillSet[this.s_uuid].hp*this.ap/(this.in_time/this.cd)) + let increase_hp=Math.floor(this.hp/(this.in_time/this.cd)) hero.add_hp(increase_hp) } if(SkillSet[this.s_uuid].apup > 0){ //buff加攻击 - let increase_atk=Math.floor(SkillSet[this.s_uuid].apup*this.ap/(this.in_time/this.cd)) + let increase_atk=Math.floor(this.apup/(this.in_time/this.cd)) hero.add_ap(increase_atk) } if(SkillSet[this.s_uuid].shield > 0){ //buff护盾 - console.log("do_buff shield: ",SkillSet[this.s_uuid].shield*this.ap/(this.in_time/this.cd)) - hero.add_shield(SkillSet[this.s_uuid].shield*this.ap/(this.in_time/this.cd)) + console.log("do_buff shield: ",this.shield) + hero.add_shield(this.shield) + } + if(SkillSet[this.s_uuid].mhp > 0){ //hp最大值 + console.log("do_buff mhp: ",this.mhp/(this.in_time/this.cd)) + hero.add_hp_max(this.mhp/(this.in_time/this.cd)) } - } update(deltaTime: number) { if(smc.mission.pause) return