diff --git a/assets/script/game/common/config/TalSet.ts b/assets/script/game/common/config/TalSet.ts index 9a4f90d4..9a80c830 100644 --- a/assets/script/game/common/config/TalSet.ts +++ b/assets/script/game/common/config/TalSet.ts @@ -26,13 +26,12 @@ export enum TalEffet { BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零 STATS=6, // 状态 WFUNY=7, // 风怒 - SPLASH=8, // 溅射 - D_SKILL=9, //两次技能 - SHIELD=10, // 护盾 - LDMG=11, // 减伤 + D_SKILL=8, //两次技能 + SHIELD=9, // 护盾 + LDMG=10, // 减伤 + C_MSKILL=11, // 必杀技能必暴 C_ATK=12, // 普工必爆 C_SKILL=13, // 一般技能必暴 - C_MSKILL=14, // 必杀技能必暴 } export enum TalTarget { @@ -89,8 +88,7 @@ export const talConf: Record = { /*** 普通攻击触发 ***/ 7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"}, - 7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, - desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"}, + 7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会回复10%的生命值"}, 7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, diff --git a/assets/script/game/hero/SACastSystem.ts b/assets/script/game/hero/SACastSystem.ts index c0b5509a..9549d64d 100644 --- a/assets/script/game/hero/SACastSystem.ts +++ b/assets/script/game/hero/SACastSystem.ts @@ -161,19 +161,17 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat if (hset === HSSet.atk){ let delay = 0.3 let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG); - let splash = heroAttrs.useCountValTal(TalEffet.SPLASH); heroView.scheduleOnce(() => { - this.createSkill(s_uuid, heroView,targets,ext_dmg,splash); + this.createSkill(s_uuid, heroView,targets,ext_dmg); }, delay); //风怒wfuny 只针对 普通攻击起效 if (heroAttrs.useCountTal(TalEffet.WFUNY)){ let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG); - let splash2 = heroAttrs.useCountValTal(TalEffet.SPLASH); let delay = 0.3 heroView.playSkillEffect(s_uuid); //需要再添加 风怒动画 heroView.scheduleOnce(() => { - this.createSkill(s_uuid, heroView,targets,ext2_dmg,splash2); + this.createSkill(s_uuid, heroView,targets,ext2_dmg); },delay); } } @@ -214,7 +212,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat /** * 创建技能实体 */ - private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0,splash:number=0) { + private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) { // 检查节点有效性 if (!caster.node || !caster.node.isValid) { console.warn("[SACastSystem] 施法者节点无效"); @@ -239,7 +237,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat const targetPos = targets[0]; // 使用第一个目标位置 // console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`); // 加载技能实体(包括预制体、组件初始化等) - skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg,splash); + skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg); } /** diff --git a/assets/script/game/skill/SDataCom.ts b/assets/script/game/skill/SDataCom.ts index 9c90725e..be6a8470 100644 --- a/assets/script/game/skill/SDataCom.ts +++ b/assets/script/game/skill/SDataCom.ts @@ -13,7 +13,6 @@ export class SDataCom extends ecs.Comp { fac: number = 0; // 0:hero 1:monster s_uuid:number=0 ext_dmg:number=0 //额外伤害 - splash:number=0 //溅射伤害 dmg_ratio:number=1 //伤害比例 hit_count:number=0 //击中数量 reset() { @@ -24,7 +23,6 @@ export class SDataCom extends ecs.Comp { this.caster=null this.hit_count=0 this.ext_dmg=0 - this.splash=0 this.dmg_ratio=1 } } diff --git a/assets/script/game/skill/Skill.ts b/assets/script/game/skill/Skill.ts index 6b6d013b..6440ba1a 100644 --- a/assets/script/game/skill/Skill.ts +++ b/assets/script/game/skill/Skill.ts @@ -29,7 +29,7 @@ export class Skill extends ecs.Entity { this.addComponents(SMoveDataComp); } load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3, - caster:HeroViewComp,ext_dmg:number=0,splash:number=0) { + caster:HeroViewComp,ext_dmg:number=0) { const config = SkillSet[s_uuid]; if (!config) { @@ -94,7 +94,6 @@ export class Skill extends ecs.Entity { sDataCom.s_uuid=s_uuid sDataCom.fac=cAttrsComp.fac sDataCom.ext_dmg=ext_dmg - sDataCom.splash=splash } /** 模块资源释放 */