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"wrapModeT": "repeat", + "minfilter": "linear", + "magfilter": "linear", + "mipfilter": "none", + "anisotropy": 0, + "isUuid": true, + "imageUuidOrDatabaseUri": "c53c26db-4847-4d14-887b-da9e1b2e748a", + "visible": false + }, + "ver": "1.0.22", + "imported": true, + "files": [ + ".json" + ], + "subMetas": {} + } + }, + "userData": { + "hasAlpha": true, + "type": "texture", + "fixAlphaTransparencyArtifacts": false, + "redirect": "c53c26db-4847-4d14-887b-da9e1b2e748a@6c48a" + } +} diff --git a/assets/resources/game/skills/yun.prefab b/assets/resources/game/skills/yun.prefab index 32e5213c..4f02dc23 100644 --- a/assets/resources/game/skills/yun.prefab +++ b/assets/resources/game/skills/yun.prefab @@ -87,7 +87,7 @@ "_lpos": { "__type__": "cc.Vec3", "x": 0, - "y": 37, + "y": 60, "z": 0 }, "_lrot": { @@ -127,13 +127,13 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 94, - "height": 41 + "width": 123.19999694824219, + "height": 74.4000015258789 }, "_anchorPoint": { "__type__": "cc.Vec2", - "x": 0.526595744680851, - "y": 0.3748780459892459 + "x": 0.502110407002199, + "y": 0.4981182878121348 }, "_id": "" }, @@ -164,11 +164,11 @@ "a": 255 }, "_skeletonData": { - "__uuid__": "28113c7e-6617-40cf-85ad-560b3ba8fe77", + "__uuid__": "e4dbaff3-0471-428a-9dcf-eee8e1daf2ac", "__expectedType__": "sp.SkeletonData" }, "defaultSkin": "default", - "defaultAnimation": "show", + "defaultAnimation": "loop", "_premultipliedAlpha": true, "_timeScale": 1, "_preCacheMode": 0, diff --git a/assets/resources/gui/role_controller.prefab b/assets/resources/gui/role_controller.prefab index d281fc18..eca92a74 100644 --- a/assets/resources/gui/role_controller.prefab +++ b/assets/resources/gui/role_controller.prefab @@ -1022,7 +1022,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 245, - "height": 35 + "height": 25 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -1108,7 +1108,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 245, - "height": 40 + "height": 35 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -17489,7 +17489,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 245, - "height": 35 + "height": 25 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -17575,7 +17575,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 245, - "height": 40 + "height": 35 }, "_anchorPoint": { "__type__": "cc.Vec2", diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index 0553a038..102fc86a 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -150,15 +150,15 @@ export const SuperCards={ info:"攻击触发提高英雄/伙伴属性的效果,额外添加+1攻击力"}, 3002:{uuid:3002,name:"附魔宝典",quality:Quality.WHITE,path:"3002",type:SuperCardsType.SPECIAL,value1:1,value2:0,value3:0, info:"攻击触发高英雄/伙伴属性的效果,额外添加+1生命值"}, - 3101:{uuid:3101,name:"陨石术",quality:Quality.GREEN,path:"3101",type:SuperCardsType.AOE,value1:SkillSet[6019].uuid,value2:3,value3:0, + 3101:{uuid:3101,name:"陨石术",quality:Quality.GREEN,path:"3101",type:SuperCardsType.AOE,value1:SkillSet[6019].uuid,value2:10,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3102:{uuid:3102,name:"冰刺",quality:Quality.BLUE,path:"3102",type:SuperCardsType.AOE,value1:SkillSet[6017].uuid,value2:3,value3:0, + 3102:{uuid:3102,name:"冰刺",quality:Quality.BLUE,path:"3102",type:SuperCardsType.AOE,value1:SkillSet[6017].uuid,value2:10,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3103:{uuid:3103,name:"潮汐",quality:Quality.BLUE,path:"3103",type:SuperCardsType.AOE,value1:SkillSet[6018].uuid,value2:3,value3:0, + 3103:{uuid:3103,name:"潮汐",quality:Quality.BLUE,path:"3103",type:SuperCardsType.AOE,value1:SkillSet[6018].uuid,value2:10,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3104:{uuid:3104,name:"龙卷风",quality:Quality.BLUE,path:"3104",type:SuperCardsType.AOE,value1:SkillSet[6013].uuid,value2:3,value3:0, + 3104:{uuid:3104,name:"龙卷风",quality:Quality.BLUE,path:"3104",type:SuperCardsType.AOE,value1:SkillSet[6013].uuid,value2:10,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3105:{uuid:3105,name:"火球风暴",quality:Quality.PURPLE,path:"3105",type:SuperCardsType.AOE,value1:SkillSet[6012].uuid,value2:3,value3:0, + 3105:{uuid:3105,name:"火球风暴",quality:Quality.PURPLE,path:"3105",type:SuperCardsType.AOE,value1:SkillSet[6012].uuid,value2:10,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, 3106:{uuid:3106,name:"冰雨",quality:Quality.PURPLE,path:"3106",type:SuperCardsType.AOE,value1:SkillSet[6020].uuid,value2:3,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index 9eaac169..92dc0bb4 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -1,5 +1,5 @@ import { app } from "electron"; -import { BuffAttr, DebuffAttr } from "./SkillSet"; +import { BuffAttr } from "./SkillSet"; // 装备类型 export enum EquipType { @@ -21,9 +21,9 @@ export enum SkillTarget { WATER = 2, EARTH = 3, WIND = 4, - LIGHT = 5, - DARK = 6, - } + LIGHT = 5, + DARK = 6, +} //特殊属性 export enum EquipSpecialAttr { ICE=1, //普通技能变冰系冰冻 @@ -36,7 +36,7 @@ export enum EquipSpecialAttr { ATK_ADD_MASTER_ATK=8, //主将攻击力增加 ATK_ADD_MASTER_HP=9, //主将生命值增加 DOUBLE_DEAD=10, //双倍死亡触发 - DOUBLE_ATKED=11, //双倍受击触发 + DOUBLE_ATKED=11, //双倍受击触发\ } export enum Quality { WHITE = 1, @@ -56,15 +56,11 @@ export interface EquipAttribute { value: number; // 属性值 target?: EquipAttrTarget; // 属性作用目标(可选) } + export interface EquipSpecialAttrData { special_attr: EquipSpecialAttr; // 特殊属性 special_attr_value: number; // 特殊属性值 } -export interface EquipDebuffAttribute { - type: DebuffAttr; // 属性类型 - value: number; // 属性值 - target?: EquipAttrTarget; // 属性作用目标(可选) -} // 装备基础接口 export interface EquipData { diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 33bc4193..10a7aa0c 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -92,6 +92,8 @@ export enum BuffAttr { DODGE_NO = 13, //闪避免疫 DEBUFF_COUNT = 14, //debuff次数 DEBUFF_VALUE = 15, //debuff效果 + DEBUFF_UP = 16, //debuff概率提升 + DEBUFF_DOWN = 17, //被debuff概率降低 } export const geDebuffNum=()=>{ @@ -128,6 +130,8 @@ export const getBuffNum=()=>{ DODGE_NO:0, //闪避免疫 DEBUFF_COUNT:0, //debuff次数 DEBUFF_VALUE:0, //debuff效果 + DEBUFF_UP:0, //debuff概率提升 + DEBUFF_DOWN:0, //被debuff概率降低 } } @@ -144,7 +148,7 @@ path: 图片地址 depb:触发比率 debtime :持续时间 derate:伤害比率 -deV:0,deC:0,in:持续时间 +deV:0,deC:0,deR:100,in:持续时间 count:触发次数 def:增加防御比例 apup:增加攻击比例 @@ -158,92 +162,92 @@ speed:移动速度 sonsk:子技能id hero:召唤物英雄id info:技能描述 - +debuff 按次数进行结算,在多次生效内,有一定的叠加,debuff.deC为次数,debuff.deV为效果 */ export const HeroSkillList = [6001,6001,6001,6001,6001,6001] export const SkillSet = { 6001:{uuid:6001,name:"凛冬之触",sp_name:"greenball",path:"6001",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"}, 6002:{uuid:6002,name:"穿心箭矢",sp_name:"arrow",path:"6006",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"}, 6003:{uuid:6003,name:"神圣护盾",sp_name:"shield",path:"6018",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"}, 6004:{uuid:6004,name:"自愈", sp_name:"heath_small",path:"6032",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:2,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"}, + debuff:0,deV:0,deC:0,deR:100,in:2,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"}, 6007:{uuid:6007,name:"铁斧打击",sp_name:"mon_ft",path:"6007",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"}, 6008:{uuid:6008,name:"木棍打击",sp_name:"mon_ly",path:"6008",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"}, 6009:{uuid:6009,name:"飞刀打击",sp_name:"mon_xd",path:"6009",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"}, 6010:{uuid:6010,name:"石斧打击",sp_name:"mon_sf",path:"6010",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"}, 6012:{uuid:6012,name:"大火球" ,sp_name:"fire",path:"6012",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:DebuffAttr.BURN,deV:20,deC:1,in:1,ap:100,cd:5,hit:2,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"}, + debuff:DebuffAttr.STUN,deV:20,deC:1,deR:100,in:1,ap:100,cd:5,hit:2,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"}, 6013:{uuid:6013,name:"龙卷风", sp_name:"bwind",path:"6016",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:100,cd:5,hit:1,hited:1,shield:0,speed:360,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"}, + debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:1,shield:0,speed:360,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"}, 6014:{uuid:6014,name:"寒冰箭", sp_name:"arrow_blue",path:"6014",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:DebuffAttr.FROST,deV:1,deC:0,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, + debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, 6015:{uuid:6015,name:"烈焰射击",sp_name:"arrow_yellow",path:"6015",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, - debuff:DebuffAttr.STUN,deV:0,deC:0,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"}, + debuff:DebuffAttr.STUN,deV:0,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"}, 6016:{uuid:6016,name:"火墙", sp_name:"firewall",path:"6013",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:10,ap:50,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"}, 6017:{uuid:6017,name:"冰刺",sp_name:"icez",path:"6022",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:DebuffAttr.FROST,deV:0,deC:0,in:1,ap:300,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, + debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, 6018:{uuid:6018,name:"潮汐", sp_name:"watert",path:"6026",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"}, + debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"}, 6019:{uuid:6019,name:"陨石术", sp_name:"fireys",path:"6029",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"}, + debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"}, 6020:{uuid:6020,name:"冰暴",sp_name:"bingyu",path:"6034",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90, - debuff:4,deV:0,deC:0,in:4,ap:80,cd:5,hit:1,hited:1,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}, + debuff:4,deV:0,deC:0,deR:100,in:4,ap:80,cd:5,hit:1,hited:1,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}, 6021:{uuid:6021,name:"烈火呼吸",sp_name:"firequan",path:"6011",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.timeEnd,fname:"max",flash:false,with:90, - debuff:0,deV:0,deC:0,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, + debuff:0,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, 6023:{uuid:6023,name:"冰墙", sp_name:"icet",path:"6023",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, - debuff:DebuffAttr.BACK,deV:0,deC:0,in:1,ap:400,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"}, + debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"}, 6025:{uuid:6025,name:"火焰漩涡",sp_name:"fireball",path:"6025",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.timeEnd,fname:"max",flash:false,with:90, - debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"}, + debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"}, 6031:{uuid:6031,name:"召唤仆从",sp_name:"zhaohuan",path:"6031",quality:Quality.WHITE, TType:TType.Frontline, TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90, - debuff:0,deV:0,deC:0,in:2,ap:70,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}, + debuff:0,deV:0,deC:0,deR:100,in:2,ap:70,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}, diff --git a/assets/script/game/hero/BuffComp.ts b/assets/script/game/hero/BuffComp.ts index f7fc77c2..961aa6db 100644 --- a/assets/script/game/hero/BuffComp.ts +++ b/assets/script/game/hero/BuffComp.ts @@ -162,6 +162,12 @@ export class BuffComp extends Component { node.parent = this.node; } + lv_up(){ + var path = "game/skills/lvup"; + var prefab: Prefab = oops.res.get(path, Prefab)!; + var node = instantiate(prefab); + node.parent = this.node; + } show_do_buff(name:string){ var path = "game/skills/"+name; var prefab: Prefab = oops.res.get(path, Prefab)!; @@ -187,6 +193,7 @@ export class BuffComp extends Component { node.parent = this.node; } in_iced(t:number=1,ap:number=0) { + console.log("[buffcomp]:in_iced",this.HeroView.hero_name,t,ap) var path = "game/skills/iced"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 320662ad..48c4eba9 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -15,6 +15,7 @@ import { FightSet } from "../common/config/Mission"; import { getApIncrease, getHpIncrease, getUpExp, HeroPos } from "../common/config/heroSet"; import { FriendModelComp } from "./FriendModel"; import { MasterModelComp } from "./MasterModel"; +import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; const { ccclass, property } = _decorator; @@ -84,15 +85,17 @@ export class HeroViewComp extends CCComp { double_dead:boolean=false double_atked:boolean=false - BUFF_DEFS: Array<{value: number, count: number}> = [] - BUFF_ATKS: Array<{value: number, count: number}> = [] - BUFF_CDS: Array<{value: number, count: number}> = [] - DEBUFF_BURNS: Array<{value: number, count: number}> = [] - DEBUFF_DEATKS: Array<{value: number, count: number}> = [] - DEBUFF_DECDS: Array<{value: number, count: number}> = [] - DEBUFF_SLOW: number = 0; - DEBUFF_FROST: number = 0; - DEBUFF_STUN: number = 0; + BUFF_DEFS: Array<{value: number, count: number}> = [] //防御提升 + BUFF_ATKS: Array<{value: number, count: number}> = [] //攻击提升 + BUFF_CDS: Array<{value: number, count: number}> = [] //攻击加速 + BUFF_DEDOWN:Array<{value: number, count: number}> = [] //debuff 概率降低 + + DEBUFF_BURNS: Array<{value: number, count: number}> = [] //易伤 + DEBUFF_DEATKS: Array<{value: number, count: number}> = [] //减攻击 + DEBUFF_DECDS: Array<{value: number, count: number}> = [] //减攻击速度 + DEBUFF_SLOW: number = 0; //减速 + DEBUFF_FROST: number = 0; //冰冻 + DEBUFF_STUN: number = 0; //眩晕 private damageQueue: Array<{ damage: number, @@ -336,8 +339,37 @@ export class HeroViewComp extends CCComp { oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } } + get_buff(){ + let buff=null + if(this.is_master) buff=this.FIGHTCON.hero_buff + if(this.is_friend) buff=this.FIGHTCON.friend_buff + if(this.is_boss) buff=this.FIGHTCON.enemy_buff + if(this.is_kalami) buff=this.FIGHTCON.enemy_buff + if(buff==null) return + return buff + } + get_debuff(){ + + } + add_debuff(type:number,deV:number,deC:number,deR:number){ + let DEBUFF_DOWN=0 + let buff_debuff_down=0 + let buff=this.get_buff() + if(buff!==null) buff_debuff_down=buff.DEBUFF_DOWN + for(let i=0;i n_deR) { + this.BUFFCOMP.tooltip(5,"*抵抗*") + return + } - add_debuff(type:number,deV:number,deC:number,){ switch(type){ case DebuffAttr.BURN: this.DEBUFF_BURNS.push({value:deV,count:deC}) @@ -382,11 +414,21 @@ export class HeroViewComp extends CCComp { break } } + add_buff(buff:number,count:number,type:number){ switch(type){ case BuffAttr.DEF: this.BUFF_DEFS.push({value:buff,count:count}) break + case BuffAttr.ATK: + this.BUFF_ATKS.push({value:buff,count:count}) + break + case BuffAttr.ATK_CD: + this.BUFF_CDS.push({value:buff,count:count}) + break + case BuffAttr.DEBUFF_DOWN: + this.BUFF_DEDOWN.push({value:buff,count:count}) + break } } @@ -439,13 +481,12 @@ export class HeroViewComp extends CCComp { this.BUFF_DEFS.splice(i,1) } } - let buff=null - if(this.is_master) buff=this.FIGHTCON.hero_buff - if(this.is_friend) buff=this.FIGHTCON.friend_buff - if(this.is_boss) buff=this.FIGHTCON.enemy_buff - if(this.is_kalami) buff=this.FIGHTCON.enemy_buff - if(buff==null) return - damage=remainingDamage*(100-(buff.DEF+def)+Burn)/100 + // buff 防御 即免伤 + let buff_def=0 + let buff=this.get_buff() + if(buff!==null) buff_def=buff.DEF + + damage=remainingDamage*(100-(buff_def+def)+Burn)/100 return Math.floor(damage) } @@ -591,6 +632,7 @@ export class HeroViewComp extends CCComp { this.next_exp=getUpExp(this.lv) console.log("[HeroViewComp]:up ap,hp",getApIncrease(this.hero_uuid,this.lv,this.lv+1),getHpIncrease(this.hero_uuid,this.lv,this.lv+1)) this.BUFFCOMP.vmdata_update() + this.BUFFCOMP.lv_up() //@todo 需要添加 升级动画 } /** 显示伤害数字 */ diff --git a/assets/script/game/map/FightConComp.ts b/assets/script/game/map/FightConComp.ts index 35ba5c2f..dcd0a186 100644 --- a/assets/script/game/map/FightConComp.ts +++ b/assets/script/game/map/FightConComp.ts @@ -14,7 +14,7 @@ const { ccclass, property } = _decorator; @ccclass('FightConComp') export class FightConComp extends Component { - //装备 及 光环效果 物品存在生效 + //装备 及 光环效果 物品存在生效 enemy_buff 是针对 怪物的debuff 偶尔也有buff 需要注意 hero_buff=getBuffNum() friend_buff=getBuffNum() enemy_buff=getBuffNum() @@ -36,8 +36,9 @@ export class FightConComp extends Component { aoe_queues:any[]=[] // 范围伤害技能执行队列 - private aoe_timer: number = 0; // 技能执行计时器 + private aoe_timers: Map = new Map(); // 每个技能的独立计时器 private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒 + private skill_id_counter: number = 0; // 技能ID计数器 aoe_pos:Vec3=new Vec3(-280,20,0) aoe_target_pos:Vec3=new Vec3(180,0,0) @@ -119,10 +120,14 @@ export class FightConComp extends Component { } break case SuperCardsType.AOE: + this.skill_id_counter++; this.aoe_queues.push({ + id: this.skill_id_counter, s_uuid:SuperCards[data.uuid].value1, count:SuperCards[data.uuid].value2, damage:SuperCards[data.uuid].value3}) + // 初始化该技能的计时器 + this.aoe_timers.set(this.skill_id_counter, 0); break case SuperCardsType.BUFF: @@ -169,6 +174,7 @@ export class FightConComp extends Component { ); } + /** 随机选择目标 */ private pickRandomTarget(count: number=1): ecs.Entity[] { let entities = ecs.query(ecs.allOf(MonModelComp)) @@ -191,20 +197,37 @@ export class FightConComp extends Component { this.card_atk_add=0 this.card_hp_add=0 this.aoe_queues = [] // 清空技能队列 - this.aoe_timer = 0 // 重置计时器 + this.aoe_timers = new Map(); // 重置计时器 + this.skill_id_counter = 0; // 重置技能ID计数器 } update(deltaTime: number) { - // 更新技能执行计时器 + // 并行执行多个技能 if (this.aoe_queues.length > 0) { - this.aoe_timer += deltaTime; - if (this.aoe_timer >= this.AOE_INTERVAL) { - this.aoe_timer = 0; - let skill = this.aoe_queues[0]; - this.aoe_skill_execute(skill); - skill.count--; - if (skill.count <= 0) { - this.aoe_queues.shift(); // 移除已完成的技能 + console.log("[FightConComp]:aoe_queues:",this.aoe_queues) + + // 遍历所有技能,更新它们的计时器 + for (let i = this.aoe_queues.length - 1; i >= 0; i--) { + let skill = this.aoe_queues[i]; + let timer = this.aoe_timers.get(skill.id) || 0; + + timer += deltaTime; + this.aoe_timers.set(skill.id, timer); + + // 检查是否到达执行间隔 + if (timer >= this.AOE_INTERVAL) { + // 重置计时器 + this.aoe_timers.set(skill.id, 0); + + // 执行技能 + this.aoe_skill_execute(skill); + skill.count--; + + // 如果技能执行完毕,从队列中移除 + if (skill.count <= 0) { + this.aoe_queues.splice(i, 1); + this.aoe_timers.delete(skill.id); + } } } } diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index 03b87ef6..573e5cd0 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -139,20 +139,27 @@ export class SkillCom extends CCComp { if(view){ let dis =Math.abs(this.node.position.x-view.node.position.x) if(dis > SkillSet[this.s_uuid].with) return - view.do_atked(this.ap,this.caster_crit,this.caster_crit_d) + this.single_damage(view) } }); } //单体伤害 - single_damage(target:HeroViewComp,crit:number=0,crit_d:number=0){ + single_damage(target:HeroViewComp){ this.hit_count++ console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit) if(this.hit_count>=SkillSet[this.s_uuid].hit) this.is_destroy=true // 技能命中次数 if(target == null) return; - target.do_atked(this.ap,crit,crit_d) + + target.do_atked(this.ap,this.caster_crit,this.caster_crit_d) // ap 及暴击 属性已经在skill.ts 处理 if(SkillSet[this.s_uuid].debuff>0){ - let debuff =this.get_debuff() - target.add_debuff(SkillSet[this.s_uuid].debuff,debuff.deV,debuff.deC) + let deUP =this.get_debuff() // 因为不是每个技能都需要,debuff的增益在这里处理, ap 及暴击 属性已经在skill.ts 处理 + let debuff=SkillSet[this.s_uuid] + let dev=debuff.deV*(100+deUP.deV)/100 + let deR=debuff.deR+deUP.deR + dev=Math.round(dev*100)/100 + let deC=debuff.deC+deUP.deC //dec只作为次数叠加 + console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC) + target.add_debuff(debuff.debuff,dev,deC,deR) } } @@ -161,12 +168,12 @@ export class SkillCom extends CCComp { let target = oCol.getComponent(HeroViewComp) if(oCol.group!=this.group){ if(target == null) return; - this.single_damage(target,this.caster_crit,this.caster_crit_d) + this.single_damage(target) // this.ent.destroy() } } get_debuff(){ //debuff 加成 - let debuff = {deV:0,deC:0} + let debuff = {deV:0,deC:0,deR:0} let buff=null if(this.caster.is_master) buff = this.FIGHTCON.hero_buff if(this.caster.is_friend) buff = this.FIGHTCON.friend_buff @@ -174,6 +181,7 @@ export class SkillCom extends CCComp { if(buff==null) return debuff debuff.deV=buff.DEBUFF_VALUE debuff.deC=buff.DEBUFF_COUNT + debuff.deR=buff.DEBUFF_UP return debuff } diff --git a/assets/script/todo.md b/assets/script/todo.md index 1fcccd11..af900856 100644 --- a/assets/script/todo.md +++ b/assets/script/todo.md @@ -41,10 +41,13 @@ - [x] 技能和伙伴都 需要主动点击 才会弹出,特定回合出现选项 - [x] 添加等级系统,主将和伙伴都可以升级,升级获得属性提升和 技能获取 - [ ] 添加升级动画 +- [x] 卡牌技能 触发会中断问题 +- [x] buff和debuff 增益功能 添加 + 波数 升级 获取装备的等级 - +buff 主要靠装备,临时buff尽量减少 # 装备系统三维度分层模型