修复局内buff bug
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@@ -496,27 +496,33 @@ export class HeroViewComp extends CCComp {
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shoot_enemy(sk:number,y:number=0,x:number=0){
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// console.log("mon shoot_enemy");
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let skill = ecs.getEntity<Skill>(Skill);
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let ap = this.ap;
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let AP = this.ap+smc.vmdata.mission.ap; //攻击力需要加上局内buff
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if(this.box_group == BoxSet.MONSTER){
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AP = this.ap+smc.vmdata.mission.map
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}
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let {pos,t_pos}=this.get_enemy_pos()
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pos.y=pos.y + y
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pos.x=pos.x + x
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let is_crit=this.check_crit()
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skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
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skill.load(pos,this.box_group,this.node,sk,AP,t_pos,is_crit,this.crit_add);
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console.log(this.scale+this.hero_name+"使用技能:"+sk);
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}
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to_add_buff(hero:any,sk:number){
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let skill = ecs.getEntity<Skill>(Skill);
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let ap = smc.skills[sk].ap+this.ap;
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let AP = smc.skills[sk].ap+this.ap+smc.vmdata.mission.ap; //攻击力需要加上局内buff
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if(this.box_group == BoxSet.MONSTER){
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AP = smc.skills[sk].ap+this.ap+smc.vmdata.mission.map;
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}
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let {pos,t_pos}=this.get_hero_pos(hero)
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console.log("to_add_buff:"+hero.hero_name+" "+sk);
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let is_crit=this.check_crit()
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skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
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skill.load(pos,this.box_group,this.node,sk,AP,t_pos,is_crit,this.crit_add);
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if(smc.skills[sk].hp > 0){ //buff加血
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let increase_hp=Math.floor(smc.skills[sk].hp*this.ap)
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let increase_hp=Math.floor(smc.skills[sk].hp*AP)
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hero.add_hp(increase_hp)
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}
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if(smc.skills[sk].ap > 0){ //buff加攻击
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let increase_atk=Math.floor(smc.skills[sk].ap*this.ap)
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let increase_atk=Math.floor(smc.skills[sk].ap*AP)
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hero.add_ap(increase_atk,smc.skills[sk].bsd)
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}
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