能量增长完善 下一步 开始设计英雄
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@@ -52,7 +52,6 @@ export class Hero extends ecs.Entity {
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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console.log("hero load",hv.ATK_TO_POWER,hv.ATKED_TO_POWER,hv.CRIT_TO_POWER,hv.DODGE_TO_POWER)
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this.add(hv);
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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@@ -94,10 +93,10 @@ export class Hero extends ecs.Entity {
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hero.ap+info.ap;
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hv.ap_base=hero.ap+info.ap;
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hv.ATK_TO_POWER=FightSet.ATK_TO_POWER
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hv.ATKED_TO_POWER=FightSet.ATKED_TO_POWER
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hv.CRIT_TO_POWER=FightSet.CRIT_TO_POWER
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hv.DODGE_TO_POWER=FightSet.DODGE_TO_POWER
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smc.vmdata.hero.ATK_TO_POWER=FightSet.ATK_TO_POWER
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smc.vmdata.hero.ATKED_TO_POWER=FightSet.ATKED_TO_POWER
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smc.vmdata.hero.CRIT_TO_POWER=FightSet.CRIT_TO_POWER
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smc.vmdata.hero.DODGE_TO_POWER=FightSet.DODGE_TO_POWER
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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case BuffAttr.CRITICAL:
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@@ -155,16 +154,16 @@ export class Hero extends ecs.Entity {
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hv.frost_time=buff.value
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break
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case BuffAttr.ATK_TO_POWER:
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hv.ATK_TO_POWER+=buff.value
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smc.vmdata.hero.ATK_TO_POWER+=buff.value
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break
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case BuffAttr.ATKED_TO_POWER:
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hv.ATKED_TO_POWER+=buff.value
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smc.vmdata.hero.ATKED_TO_POWER+=buff.value
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break
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case BuffAttr.CRIT_TO_POWER:
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hv.CRIT_TO_POWER+=buff.value
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smc.vmdata.hero.CRIT_TO_POWER+=buff.value
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break
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case BuffAttr.DODGE_TO_POWER:
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hv.DODGE_TO_POWER+=buff.value
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smc.vmdata.hero.DODGE_TO_POWER+=buff.value
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break
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}
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})
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