统一 英雄能量增长
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@@ -128,10 +128,7 @@ export const VmInfo = {
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wind:0,
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wind:0,
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thorns:0,
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thorns:0,
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lifesteal:0,
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lifesteal:0,
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ATK_TO_POWER:0,
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POWER_UP:0,
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ATKED_TO_POWER:0,
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CRIT_TO_POWER:0,
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DODGE_TO_POWER:0,
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atk_count:0,
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atk_count:0,
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atked_count:0,
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atked_count:0,
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crit_count:0,
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crit_count:0,
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@@ -128,10 +128,7 @@ export enum BuffAttr {
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STUN_RATTO = 26, //击晕概率
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STUN_RATTO = 26, //击晕概率
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FROST_TIME = 27, //冰冻时间
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FROST_TIME = 27, //冰冻时间
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HP_MAX = 28, //最大生命值数值
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HP_MAX = 28, //最大生命值数值
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ATK_TO_POWER = 29, //攻击涨能量
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POWER_UP = 29, //能量增加
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ATKED_TO_POWER = 30, //被攻击涨能量
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CRIT_TO_POWER = 31, //暴击涨能量
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DODGE_TO_POWER = 32, //闪避涨能量
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}
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}
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export const geDebuffNum=()=>{
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export const geDebuffNum=()=>{
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@@ -183,10 +180,7 @@ export const getBuffNum=()=>{
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STUN_RATTO:0,
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STUN_RATTO:0,
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FROST_TIME:0,
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FROST_TIME:0,
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HP_MAX:0,//最大生命值数值
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HP_MAX:0,//最大生命值数值
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ATK_TO_POWER:0,
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POWER_UP:0,//能量增加
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ATKED_TO_POWER:0,
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CRIT_TO_POWER:0,
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DODGE_TO_POWER:0,
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}
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}
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}
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}
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@@ -93,10 +93,6 @@ export class Hero extends ecs.Entity {
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hero.ap+info.ap;
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hv.ap = hero.ap+info.ap;
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hv.ap_base=hero.ap+info.ap;
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hv.ap_base=hero.ap+info.ap;
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smc.vmdata.hero.ATK_TO_POWER=FightSet.ATK_TO_POWER
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smc.vmdata.hero.ATKED_TO_POWER=FightSet.ATKED_TO_POWER
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smc.vmdata.hero.CRIT_TO_POWER=FightSet.CRIT_TO_POWER
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smc.vmdata.hero.DODGE_TO_POWER=FightSet.DODGE_TO_POWER
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hero.buff.forEach((buff:any)=>{
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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switch(buff.buff_type){
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case BuffAttr.CRITICAL:
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case BuffAttr.CRITICAL:
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@@ -153,17 +149,8 @@ export class Hero extends ecs.Entity {
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case BuffAttr.FROST_TIME:
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case BuffAttr.FROST_TIME:
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hv.frost_time=buff.value
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hv.frost_time=buff.value
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break
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break
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case BuffAttr.ATK_TO_POWER:
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case BuffAttr.POWER_UP:
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smc.vmdata.hero.ATK_TO_POWER+=buff.value
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smc.vmdata.hero.POWER_UP+=buff.value
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break
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case BuffAttr.ATKED_TO_POWER:
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smc.vmdata.hero.ATKED_TO_POWER+=buff.value
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break
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case BuffAttr.CRIT_TO_POWER:
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smc.vmdata.hero.CRIT_TO_POWER+=buff.value
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break
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case BuffAttr.DODGE_TO_POWER:
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smc.vmdata.hero.DODGE_TO_POWER+=buff.value
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break
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break
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}
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}
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})
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})
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@@ -461,11 +461,11 @@ export class HeroViewComp extends CCComp {
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let damage = this.count_damage(remainingDamage)
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let damage = this.count_damage(remainingDamage)
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if(is_crit) {
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理
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if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理
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}
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}
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this.hp -= damage;
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this.hp -= damage;
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if(this.fac==FacSet.HERO) {smc.vmdata.hero.power+=smc.vmdata.hero.ATKED_TO_POWER;console.log("被攻击涨能量",this)} //被攻击涨能量
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if(this.fac==FacSet.HERO) {smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATKED_TO_POWER;console.log("被攻击涨能量",this)} //被攻击涨能量
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if(this.fac==FacSet.MON) {smc.vmdata.hero.power+=smc.vmdata.hero.ATK_TO_POWER;console.log("攻击命中涨能量",this)} //攻击命中涨能量 因为是只有1个英雄 直接处理
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if(this.fac==FacSet.MON) {smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATK_TO_POWER;console.log("攻击命中涨能量",this)} //攻击命中涨能量 因为是只有1个英雄 直接处理
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if(this.hp <= 0) {
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if(this.hp <= 0) {
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if(this == null) return;
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if(this == null) return;
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@@ -531,7 +531,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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check_dodge(){
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check_dodge(){
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if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.DODGE_TO_POWER //闪避涨能量
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if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.DODGE_TO_POWER //闪避涨能量
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if(this.dod > 0){
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if(this.dod > 0){
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let random = Math.random()*100
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let random = Math.random()*100
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if(random < this.dod) {
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if(random < this.dod) {
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