修复局内buff bug
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@@ -25,9 +25,9 @@ export const MissionReward = {
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3:[1001,1002,1003,1004,1005,1006,1021,1022,1023,1024,1025,1026,1027,1028],
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}
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export const MBSet = {
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ap_exp:10,
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def_exp:10,
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hp_exp:10,
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ap_exp:100,
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def_exp:100,
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hp_exp:100,
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ap_add:10,
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def_add:10,
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hp_add:10,
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@@ -45,7 +45,7 @@ import { Talents } from "./TalentSet"
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**/
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export const HeroInfo = {
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9001: {
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uuid:9001,name: "圣盾骑士",path:"k1",type:1,hp: 100, hp_up:10, shp_up:20,def:10,def_up:1,sdef_up:20,ap:20,ap_up:2,sap_up:20,atp:1,vun:0,crit:20,crit_add:0,ucr:0,dodge:0,dis:100,a_cd:1.5,
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uuid:9001,name: "圣盾骑士",path:"k1",type:1,hp: 1000, hp_up:10, shp_up:20,def:10,def_up:1,sdef_up:20,ap:20,ap_up:2,sap_up:20,atp:1,vun:0,crit:20,crit_add:0,ucr:0,dodge:0,dis:100,a_cd:1.5,
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lvexp:0,slvexp:0, speed: 100,aexp:5,uaexp:1,cexp:10,doexp:10,dexp:20,sk1:[9001,9001,9001,9001,9001],sk2:[2002,2002,2002,2002,2002],sk3:[2002,2002,2002,2002,2002],pw:0,pwm:150,pws:10,apw:0,uapw:0,cpw:0,dpw:0,dopw:0,
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akr:[10,20,30,40,50],akc:[1,1,1,1,1],uar:[10,20,30,40,50],uac:[1,1,1,1,1],dgr:[10,20,30,40,50],dgc:[1,1,1,1,1],crr:[10,20,30,40,50],crc:[1,1,1,1,1],
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abh:0,abc:0,uabh:0,uabc:0,cbh:0,cbc:0,aua:0,auc:0,uaua:0,uauc:0,cua:0,cuc:0,wp:1001,arm:2001,ring:3001,shoes:4001,
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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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@@ -179,10 +179,10 @@ export class MissionComp extends CCComp {
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check_buff(){
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if(smc.vmdata.mission.exp >= smc.vmdata.mission.exp_max){
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smc.vmdata.mission.exp-=smc.vmdata.mission.exp_max
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switch(smc.vmdata.mission.mbt){
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case 1:
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smc.vmdata.mission.ap+=smc.vmdata.mission.ap_up+MBSet.ap_add
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console.log("mission ap",smc.vmdata.mission.ap)
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this.node.getChildByName("exp").getChildByName("ap").getChildByName("data").setScale(1.3,1.3)
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this.scheduleOnce(function(){
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this.node.getChildByName("exp").getChildByName("ap").getChildByName("data").setScale(1,1)
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@@ -213,6 +213,7 @@ export class MissionComp extends CCComp {
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switch(smc.vmdata.mission.mmbt){
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case 1:
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smc.vmdata.mission.map+=smc.vmdata.mission.map_up+MBSet.ap_add
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console.log("mission map",smc.vmdata.mission.map)
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break;
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case 2:
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smc.vmdata.mission.mdef+=smc.vmdata.mission.mdef_up+MBSet.def_add
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