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@@ -49,4 +49,5 @@ export enum GameSet {
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MON_GOLD_ADD =2,
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MON_GOLD_ADD =2,
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MON_COIN_ADD=2,
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MON_COIN_ADD=2,
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COIN_ADD=1,
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COIN_ADD=1,
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DEF_RATE=0.5,
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}
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}
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@@ -44,6 +44,7 @@ import { Talents } from "./TalentSet"
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* crc 暴击触发sk3需要次数
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* crc 暴击触发sk3需要次数
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**/
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**/
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export const HeroInfo = {
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export const HeroInfo = {
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//坦克, 高防 ,圣盾
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5001: {
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5001: {
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uuid:5001,name: "圣盾骑士",path:"k1",type:0,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:100,a_cd:1.5,
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uuid:5001,name: "圣盾骑士",path:"k1",type:0,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:100,a_cd:1.5,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:10,uapw:10,cpw:10,dpw:10,dopw:10,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:10,uapw:10,cpw:10,dpw:10,dopw:10,
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@@ -51,6 +52,7 @@ export const HeroInfo = {
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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,
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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,
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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"]
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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"]
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},
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},
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//坦克,高血量 ,回血
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5002: {
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5002: {
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uuid:5002,name: "狂暴骑士",path:"k2",type:0,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:100,a_cd:1.5,
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uuid:5002,name: "狂暴骑士",path:"k2",type:0,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:100,a_cd:1.5,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0,
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@@ -58,6 +60,7 @@ export const HeroInfo = {
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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,
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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,
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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"]
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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"]
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},
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},
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//坦克,高闪避 , 反伤害
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5003: {
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5003: {
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uuid:5003,name: "防御骑士",path:"k3",type:0,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:100,a_cd:1.5,
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uuid:5003,name: "防御骑士",path:"k3",type:0,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:100,a_cd:1.5,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0,
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lvexp:0,slvexp:0,slv:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[6005,6005,6005,6005,6005,6005],sk2:[6102,6102,6102,6102,6102,6102],sk3:[6102,6102,6102,6102,6102,6102],pw:0,pwm:150,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0,
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@@ -5,7 +5,7 @@
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* @LastEditTime: 2022-08-17 12:36:18
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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*/
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp} from "cc";
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroSpine } from "./HeroSpine";
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import { HeroSpine } from "./HeroSpine";
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@@ -354,7 +354,7 @@ export class HeroViewComp extends CCComp {
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this.in_atked();
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this.in_atked();
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let d=this.def/skill.ap
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let d=this.def/skill.ap
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if(d > 1) d = 1
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if(d > 1) d = 1
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let l_hp=skill.ap*(1-d*0.5)
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let l_hp=skill.ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
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if(skill.is_crit){
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if(skill.is_crit){
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l_hp = l_hp * (150+skill.crit_add)/100
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l_hp = l_hp * (150+skill.crit_add)/100
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}
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}
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@@ -376,7 +376,15 @@ export class HeroViewComp extends CCComp {
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}
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}
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}
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}
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//暴击判断
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//暴击判断
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check_crit(){
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/**
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* 检查是否触发暴击,并执行相应的暴击效果。
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* @returns {boolean} 如果触发暴击则返回 true,否则返回 false。
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* 该方法首先通过 RandomManager 获取一个随机数,如果该随机数小于当前暴击最大值(crit_max),
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* 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。
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* 如果未触发暴击,则直接返回 false。
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*/
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check_crit():boolean
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{
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let i = RandomManager.instance.getRandomInt(0,100,3)
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(i < this.crit_max){
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if(i < this.crit_max){
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this.tooltip(5,"*会心一击*");
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this.tooltip(5,"*会心一击*");
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@@ -389,7 +397,13 @@ export class HeroViewComp extends CCComp {
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}
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}
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}
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}
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//闪避判断
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//闪避判断
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check_dodge(){
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/**
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* 检查并处理角色的闪避逻辑。
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* 生成一个随机数,如果小于角色的最大闪避值,则触发闪避效果,增加经验、能量,并更新闪避计数。
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* @returns {boolean} 如果触发闪避则返回true,否则返回false。
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*/
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check_dodge():boolean
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{
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let i = RandomManager.instance.getRandomInt(0,100,3)
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(i < this.dodge_max){
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if(i < this.dodge_max){
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// console.log("闪避触发: i="+i+":dodge="+dodge);
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// console.log("闪避触发: i="+i+":dodge="+dodge);
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@@ -402,8 +416,14 @@ export class HeroViewComp extends CCComp {
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return false
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return false
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}
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}
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}
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}
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check_atk_counts(){
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/**
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if(this.atk_count >= this.akc){
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* 检查并处理角色的攻击、闪避、暴击和受伤计数。
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* 当计数达到一定值时,会触发相应的技能效果,并重置计数。
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* 触发效果包括激活名为"max"的节点,并在0.8秒后关闭。
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* 使用handle_skill方法处理触发的技能。
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*/
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check_atk_counts() {
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if (this.atk_count >= this.akc) {
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this.atk_count = 0
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this.atk_count = 0
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// console.log("atk_count 清零:"+this.atk_count);
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// console.log("atk_count 清零:"+this.atk_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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let i = RandomManager.instance.getRandomInt(0,100,3)
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@@ -634,7 +654,7 @@ export class HeroViewComp extends CCComp {
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if(this.hp > this.rhp_max){
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if(this.hp > this.rhp_max){
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this.hp = this.rhp_max;
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this.hp = this.rhp_max;
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}
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}
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if(this.hp <= 0){
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if(this.hp <= 0){
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this.dead();
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this.dead();
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this.to_grave()
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this.to_grave()
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