技能系统基本完善 ,现在需要完善基础技能
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@@ -1,3 +1,5 @@
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import { log } from "cc"
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export enum TGroup {
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Self = 0, // 自身
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Ally = 1, // 所有敌人
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@@ -174,7 +176,7 @@ shield:增加护盾占最大生命比例
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speed:移动速度
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sonsk:子技能id
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hero:召唤物英雄id
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info:技能描述
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cost:10,info:技能描述
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debuff 按次数进行结算,在多次生效内,有一定的叠加,debuff.deC为次数,debuff.deV为效果
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*/
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export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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@@ -188,103 +190,101 @@ export const getSkills=(quality:number)=>{
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heroSkills.push(skill.uuid);
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}
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});
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console.log("[SkillSet]:getSkills",heroSkills)
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return heroSkills;
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}
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export const SkillSet = {
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6001:{uuid:6001,name:"凛冬之触",for_hero:false,sp_name:"greenball",path:"6001",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
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6002:{uuid:6002,name:"穿心箭矢",for_hero:false,sp_name:"arrow",path:"6006",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
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6003:{uuid:6003,name:"神圣护盾",for_hero:false,sp_name:"shield",path:"6018",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,cost:10,info:"召唤圣盾保护自己,可以抵御3次攻击"},
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6004:{uuid:6004,name:"自愈", for_hero:false, sp_name:"heath_small",path:"6032",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:2,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"},
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debuff:0,deV:0,deC:0,deR:100,in:2,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"主动:自己回复自身5%最大生命值的生命"},
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6005:{uuid:6005,name:"基础打击",for_hero:false,sp_name:"base1",path:"6007",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6006:{uuid:6006,name:"基础打击",for_hero:false,sp_name:"base2",path:"6007",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6007:{uuid:6007,name:"基础打击",for_hero:false,sp_name:"base3",path:"6007",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6008:{uuid:6008,name:"基础打击",for_hero:false,sp_name:"base4",path:"6007",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6009:{uuid:6009,name:"铁斧打击",for_hero:false,sp_name:"base_ft",path:"6007",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6010:{uuid:6010,name:"木棍打击",for_hero:false,sp_name:"base_mg",path:"6008",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
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6011:{uuid:6011,name:"飞刀打击",for_hero:false,sp_name:"mon_xd",path:"6009",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
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6012:{uuid:6012,name:"石斧打击",for_hero:false,sp_name:"base_sf",path:"6010",quality:Quality.WHITE, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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6022:{uuid:6022,name:"大火球" ,for_hero:true,sp_name:"fire",path:"6022",quality:Quality.GREEN, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.STUN,deV:20,deC:1,deR:100,in:1,ap:100,cd:5,hit:2,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
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debuff:DebuffAttr.STUN,deV:20,deC:1,deR:100,in:1,ap:100,cd:5,hit:2,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
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6023:{uuid:6023,name:"龙卷风",for_hero:true, sp_name:"bwind",path:"6026",quality:Quality.GREEN, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:1,shield:0,speed:360,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:1,shield:0,speed:360,sonsk:0,hero:0,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
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6024:{uuid:6024,name:"寒冰箭",for_hero:true, sp_name:"arrow_blue",path:"6024",quality:Quality.GREEN, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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6025:{uuid:6025,name:"烈焰射击",for_hero:true,sp_name:"arrow_yellow",path:"6025",quality:Quality.GREEN, TType:TType.Frontline,
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6025:{uuid:6025,name:"烈焰射击",for_hero:false,sp_name:"arrow_yellow",path:"6025",quality:Quality.GREEN, TType:TType.Frontline,
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TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.STUN,deV:0,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
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debuff:DebuffAttr.STUN,deV:0,deC:0,deR:100,in:1,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
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6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",path:"6023",quality:Quality.GREEN, TType:TType.Frontline,
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6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",path:"6023",quality:Quality.BLUE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
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debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
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6027:{uuid:6027,name:"冰刺",for_hero:true,sp_name:"icez",path:"6022",quality:Quality.BLUE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",path:"6026",quality:Quality.BLUE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
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6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"fireys",path:"6029",quality:Quality.BLUE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
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debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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6020:{uuid:6020,name:"冰暴",for_hero:true,sp_name:"bingyu",path:"6034",quality:Quality.BLUE, TType:TType.Frontline,
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6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",path:"6026",quality:Quality.PURPLE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
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6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"fireys",path:"6029",quality:Quality.PURPLE, TType:TType.Frontline,
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TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
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|
||||
|
||||
6020:{uuid:6020,name:"冰暴",for_hero:true,sp_name:"bingyu",path:"6034",quality:Quality.PURPLE, TType:TType.Frontline,
|
||||
TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
||||
debuff:4,deV:0,deC:0,deR:100,in:4,ap:80,cd:5,hit:1,hited:1,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"},
|
||||
debuff:4,deV:0,deC:0,deR:100,in:4,ap:80,cd:5,hit:1,hited:1,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"},
|
||||
|
||||
6021:{uuid:6021,name:"烈火呼吸",for_hero:true,sp_name:"firequan",path:"6011",quality:Quality.BLUE, TType:TType.Frontline,
|
||||
TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
||||
debuff:0,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||
debuff:0,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||
|
||||
6030:{uuid:6030,name:"冰墙", for_hero:true, sp_name:"icet",path:"6023",quality:Quality.GREEN, TType:TType.Frontline,
|
||||
6030:{uuid:6030,name:"冰墙", for_hero:false, sp_name:"icet",path:"6023",quality:Quality.GREEN, TType:TType.Frontline,
|
||||
TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
|
||||
6032:{uuid:6032,name:"火焰漩涡",for_hero:true,sp_name:"fireball",path:"6025",quality:Quality.PURPLE, TType:TType.Frontline,
|
||||
TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"},
|
||||
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,cost:10,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
|
||||
6031:{uuid:6031,name:"召唤仆从",for_hero:true,sp_name:"zhaohuan",path:"6031",quality:Quality.PURPLE, TType:TType.Frontline,
|
||||
TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90,
|
||||
debuff:0,deV:0,deC:0,deR:100,in:2,ap:70,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
|
||||
debuff:0,deV:0,deC:0,deR:100,in:2,ap:70,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,cost:10,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -82,7 +82,6 @@ export class EquipSkillComp extends CCComp {
|
||||
if(this.skill1.cd_time < (this.skill1.cd)){
|
||||
this.skill1.cd_time+=dt
|
||||
}else{
|
||||
this.skill1.cd_time=0
|
||||
if(this.skill1.type==1){
|
||||
this.do_skill1()
|
||||
}
|
||||
@@ -93,7 +92,6 @@ export class EquipSkillComp extends CCComp {
|
||||
if(this.skill2.cd_time < (this.skill2.cd)){
|
||||
this.skill2.cd_time+=dt
|
||||
}else{
|
||||
this.skill2.cd_time=0
|
||||
if(this.skill2.type==1){
|
||||
this.do_skill2()
|
||||
}
|
||||
@@ -104,9 +102,8 @@ export class EquipSkillComp extends CCComp {
|
||||
if(this.skill3.cd_time < (this.skill3.cd)){
|
||||
this.skill3.cd_time+=dt
|
||||
}else{
|
||||
this.skill3.cd_time=0
|
||||
if(this.skill3.type==1){
|
||||
this.do_skill3()
|
||||
// this.do_skill3()
|
||||
}
|
||||
}
|
||||
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill3.cd_time/this.skill3.cd)
|
||||
@@ -129,7 +126,13 @@ export class EquipSkillComp extends CCComp {
|
||||
this.do_skill(this.skill2.uuid)
|
||||
}
|
||||
do_skill3(){
|
||||
console.log("do_skill3")
|
||||
if(this.skill3.uuid==0) return
|
||||
if(this.skill3.cd_time < (this.skill3.cd)) return
|
||||
if(smc.vmdata.mission_data.skill_stone < SkillSet[this.skill3.uuid].cost){
|
||||
oops.gui.toast("技能石不足", false);
|
||||
return
|
||||
}
|
||||
smc.vmdata.mission_data.skill_stone-=SkillSet[this.skill3.uuid].cost
|
||||
this.skill3.cd_time=0
|
||||
tween(this.boxs.getChildByName("skill3")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
|
||||
tween(this.boxs.getChildByName("skill3")).to(0.2, {scale:v3(1,1,1)}).start()
|
||||
|
||||
@@ -81,7 +81,10 @@ export class EquipsComp extends Component {
|
||||
break
|
||||
case "accessory":
|
||||
if(this.accessory.uuid==0) return 4
|
||||
lv=EquipInfo[this.accessory.uuid].lv
|
||||
lv=EquipInfo[this.accessory.uuid].lv+1
|
||||
if(lv>5){
|
||||
lv=5
|
||||
}
|
||||
break
|
||||
}
|
||||
return lv
|
||||
|
||||
@@ -71,7 +71,7 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||
this.node.active = true;
|
||||
console.log("[SkillCom]:caster",this.caster)
|
||||
// console.log("[SkillCom]:caster",this.caster)
|
||||
|
||||
|
||||
let collider = this.getComponent(Collider2D);
|
||||
@@ -95,15 +95,15 @@ export class SkillCom extends CCComp {
|
||||
this.node.setPosition(this.targetPos.x,this.targetPos.y,0)
|
||||
if(this.node.getComponent(Animation)){
|
||||
let anim = this.node.getComponent(Animation);
|
||||
console.log("[SkillCom]:has anim",anim)
|
||||
// console.log("[SkillCom]:has anim",anim)
|
||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||
}
|
||||
if(this.node.getChildByName('anm')){
|
||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||
console.log("[SkillCom]:has spine",this.spine)
|
||||
// console.log("[SkillCom]:has spine",this.spine)
|
||||
this.spine.setCompleteListener((trackEntry) => {
|
||||
this.onAnimationFinished()
|
||||
console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||
// console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -136,7 +136,7 @@ export class SkillCom extends CCComp {
|
||||
if(this.hit_count > 0) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半
|
||||
if(target == null) return;
|
||||
target.do_atked(this.ap,this.caster_crit,this.caster_crit_d) // ap 及暴击 属性已经在skill.ts 处理
|
||||
console.log("[SkillCom]:single_damage",this.ap,this.caster_crit,this.caster_crit_d)
|
||||
// console.log("[SkillCom]:single_damage",this.ap,this.caster_crit,this.caster_crit_d)
|
||||
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]
|
||||
@@ -144,7 +144,7 @@ export class SkillCom extends CCComp {
|
||||
let deR=debuff.deR+deUP.deR
|
||||
dev=Math.round(dev*100)/100
|
||||
let deC=debuff.deC+deUP.deC //dec只作为次数叠加
|
||||
console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
// console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
}
|
||||
this.hit_count++
|
||||
@@ -176,7 +176,7 @@ export class SkillCom extends CCComp {
|
||||
private startLinearMove(dt: number) {
|
||||
if (!this.speed || this.is_destroy) return;
|
||||
if(this.s_uuid == 6005){
|
||||
console.log("[SkillCom]:startLinearMove",this.node.position.x)
|
||||
// console.log("[SkillCom]:startLinearMove",this.node.position.x)
|
||||
}
|
||||
// 使用角度方向移动
|
||||
const newX = this.node.position.x + this.speed * dt*this.scale;
|
||||
@@ -203,7 +203,7 @@ export class SkillCom extends CCComp {
|
||||
if(config.EType==EType.timeEnd){
|
||||
this.run_time+=deltaTime
|
||||
if(this.run_time>config.in){
|
||||
console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||
// console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||
this.is_destroy=true
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user