防御最多抵消50%伤害
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@@ -13,8 +13,8 @@ const { ccclass, property } = _decorator;
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@ccclass('Main')
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@ccclass('Main')
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export class Main extends Root {
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export class Main extends Root {
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start() {
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start() {
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if (DEBUG) profiler.showStats();
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// if (DEBUG) profiler.showStats();
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// // | EPhysics2DDrawFlags.Pair
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// // | EPhysics2DDrawFlags.Pair
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// |EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.Joint
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// |EPhysics2DDrawFlags.Joint
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@@ -352,13 +352,13 @@ export class HeroViewComp extends CCComp {
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}
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}
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if(this.check_dodge()) return
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if(this.check_dodge()) return
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this.in_atked();
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this.in_atked();
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let l_hp=(skill.ap-this.def)*-1
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let d=this.def/skill.ap
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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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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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if(l_hp >= 0){
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l_hp=-1*Math.ceil(l_hp)
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l_hp=-1 //最低1点伤害
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}
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this.hp_change(l_hp,skill.is_crit);
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this.hp_change(l_hp,skill.is_crit);
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}
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}
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//能量判断
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//能量判断
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@@ -48,8 +48,8 @@ export class HCardComp extends CCComp {
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this.node.getChildByName("bg").getComponent(Sprite).grayscale=false
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this.node.getChildByName("bg").getComponent(Sprite).grayscale=false
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this.is_dead=false
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this.is_dead=false
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}
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}
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this.hp.string=this.heros[this.hi].HeroView.rhp_max
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this.hp.string=(this.heros[this.hi].HeroView.rhp_max).toFixed(0)
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this.ap.string=this.heros[this.hi].HeroView.ap*(smc.vmdata.mission.ap+100)/100
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this.ap.string=(this.heros[this.hi].HeroView.ap*(smc.vmdata.mission.ap+100)/100).toFixed(0)
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this.life.progress=this.heros[this.hi].HeroView.hp/this.heros[this.hi].HeroView.rhp_max
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this.life.progress=this.heros[this.hi].HeroView.hp/this.heros[this.hi].HeroView.rhp_max
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this.pw.progress=this.heros[this.hi].HeroView.pw/this.heros[this.hi].HeroView.pwm
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this.pw.progress=this.heros[this.hi].HeroView.pw/this.heros[this.hi].HeroView.pwm
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