diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 3d7b44c1..0f3ab651 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -239,7 +239,7 @@ export const HeroInfo = { 5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1, type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005], buff:[ - {buff_type:BuffAttr.PUNCTURE,value:10}, + {buff_type:BuffAttr.PUNCTURE,value:1}, ],info:"剑类专精,穿刺伤害额外+10%"}, 5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1, diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index c5a681f8..a7d997b5 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -173,11 +173,15 @@ export class SkillCom extends CCComp { // //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit) // if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害 if(target == null) return; - target.do_atked(this.ap,this.caster_crit,this.caster_crit_d, + let ap=this.ap + if(this.hit_count > 0 &&!is_range ){ + ap=ap*(50+this.puncture_damage)/100 + } + target.do_atked(ap,this.caster_crit,this.caster_crit_d, this.burn_count,this.burn_value, this.stun_time,this.stun_ratto, this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理 - console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position) + // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position) if(SkillSet[this.s_uuid].debuff>0){ 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] @@ -189,6 +193,7 @@ export class SkillCom extends CCComp { target.add_debuff(debuff.debuff,dev,deC,deR) } this.hit_count++ + console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture) if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)) this.is_destroy=true // 技能命中次数 }