解决 穿刺错误问题,下一步 修改升级奖励为 手动触发
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@@ -239,7 +239,7 @@ export const HeroInfo = {
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5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
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5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
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type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
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buff:[
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buff:[
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{buff_type:BuffAttr.PUNCTURE,value:10},
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{buff_type:BuffAttr.PUNCTURE,value:1},
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],info:"剑类专精,穿刺伤害额外+10%"},
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],info:"剑类专精,穿刺伤害额外+10%"},
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5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
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5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
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@@ -173,11 +173,15 @@ export class SkillCom extends CCComp {
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// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
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// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
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// 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
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// 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
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if(target == null) return;
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if(target == null) return;
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target.do_atked(this.ap,this.caster_crit,this.caster_crit_d,
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let ap=this.ap
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if(this.hit_count > 0 &&!is_range ){
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ap=ap*(50+this.puncture_damage)/100
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}
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target.do_atked(ap,this.caster_crit,this.caster_crit_d,
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this.burn_count,this.burn_value,
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this.burn_count,this.burn_value,
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this.stun_time,this.stun_ratto,
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this.stun_time,this.stun_ratto,
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this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
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this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
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console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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if(SkillSet[this.s_uuid].debuff>0){
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if(SkillSet[this.s_uuid].debuff>0){
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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
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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
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let debuff=SkillSet[this.s_uuid]
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let debuff=SkillSet[this.s_uuid]
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@@ -189,6 +193,7 @@ export class SkillCom extends CCComp {
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target.add_debuff(debuff.debuff,dev,deC,deR)
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target.add_debuff(debuff.debuff,dev,deC,deR)
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}
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}
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this.hit_count++
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this.hit_count++
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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)
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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
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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
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}
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}
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