穿刺和易伤为100% 暴击和风怒为概率

This commit is contained in:
2025-07-01 17:15:08 +08:00
parent 9b5c2f8fc8
commit bdb0ca5bb1
7 changed files with 170 additions and 47 deletions

View File

@@ -131,7 +131,6 @@ export class SkillCom extends CCComp {
}
//范围伤害
range_damage(){
this.hit_count++
let enemys=ecs.query(ecs.allOf(MonModelComp))
if(this.fac==FacSet.MON) enemys=ecs.query(ecs.allOf(HeroModelComp))
enemys.forEach(entity => {
@@ -149,7 +148,7 @@ export class SkillCom extends CCComp {
console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
if(this.hit_count>=SkillSet[this.s_uuid].hit) this.is_destroy=true // 技能命中次数
if(target == null) return;
if(this.hit_count > 0) this.ap=this.ap/2 // 穿刺后 伤害减半
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
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