涨能量需要再处理下, 怪物被攻击算命中 如何涨
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@@ -64,6 +64,10 @@ export enum FightSet {
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SHIELD_LV=3,//护盾等级
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ARMOR_LV=4,//防具等级
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ACCESSORY_LV=5,//饰品等级
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ATKED_TO_POWER=1,//被攻击涨能量
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ATK_TO_POWER=1,//攻击涨能量
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CRIT_TO_POWER=1,//暴击涨能量
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DODGE_TO_POWER=1,//闪避涨能量
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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// ATK_TO_SHIELD_RATIO=2,
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@@ -106,6 +110,8 @@ export const VmInfo = {
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lv:1,
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exp:0,
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next_exp:100,
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power:0,
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power_max:100,
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cd:3,
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skill_cd_buff:0,//技能cd修正
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damage:0,
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@@ -121,6 +121,10 @@ export enum BuffAttr {
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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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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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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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export const geDebuffNum=()=>{
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@@ -172,6 +176,10 @@ export const getBuffNum=()=>{
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STUN_RATTO: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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ATK_TO_POWER: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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}
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}
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