装备改为 buff 和 debuff 2种加成
This commit is contained in:
@@ -1,5 +1,5 @@
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import { app } from "electron";
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import { BuffAttr } from "./SkillSet";
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import { BuffAttr, DebuffAttr } from "./SkillSet";
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// 装备类型
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export enum EquipType {
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@@ -10,7 +10,6 @@ export enum EquipType {
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//装备属性起效对象
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export enum EquipAttrTarget {
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ALL = 0, // 所有
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HERO = 1, // 自身
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FRIEND = 2, // 伙伴
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ENEMY = 3, // 敌人
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@@ -45,6 +44,11 @@ export interface EquipAttribute {
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value: number; // 属性值
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target?: EquipAttrTarget; // 属性作用目标(可选)
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}
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export interface EquipDebuffAttribute {
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type: DebuffAttr; // 属性类型
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value: number; // 属性值
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target?: EquipAttrTarget; // 属性作用目标(可选)
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}
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// 装备基础接口
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export interface EquipData {
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@@ -52,32 +56,48 @@ export interface EquipData {
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name: string; // 装备名称
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type: EquipType; // 装备类型
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info: string; // 装备描述
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attributes: EquipAttribute[]; // 属性加成列表
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buff: EquipAttribute[]; // 属性加成列表
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debuff: EquipDebuffAttribute[]; // 属性减益列表
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}
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export const EquipInfo: { [key: number]: EquipData } = {
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2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%",
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attributes: [
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buff: [
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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],
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debuff: [
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{ type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY },
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]
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},
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2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%",
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attributes: [
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buff: [
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{ type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO },
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],
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debuff: [
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{ type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY },
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]
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},
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2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次",
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attributes: [
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buff: [
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{ type: BuffAttr.ATK_COUNT, value: 1, target: EquipAttrTarget.HERO },
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],
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debuff: [
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{ type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY },
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]
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},
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2004: {uuid: 2004,name: "防具1",type: EquipType.ARMOR,info:"生命值增加100%",
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attributes: [
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buff: [
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{ type: BuffAttr.HP, value: 100, target: EquipAttrTarget.HERO },
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],
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debuff: [
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{ type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY },
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]
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},
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2005: {uuid: 2005,name: "防具2",type: EquipType.ARMOR,info:"免伤增加50%",
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attributes: [
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buff: [
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{ type: BuffAttr.DEF, value: 50, target: EquipAttrTarget.HERO },
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],
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debuff: [
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{ type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY },
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]
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},
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@@ -66,6 +66,18 @@ export enum DebuffAttr {
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DECOUNT = 8, //减攻击次数
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}
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export enum BuffAttr {
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ATK = 1, // 攻击力
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ATK_COUNT = 2, // 攻击个数
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ATK_CD = 3, // 攻击速度
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HP = 4, // 生命值
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DEF = 5, // 免伤
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SKILL_DMG = 6, // 技能效果
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SKILL_CD = 7, // 技能冷却缩减
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CARD_EFFECT = 8, // 卡牌效果
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CARD_COUNT = 8, // 卡牌起效次数,每3次多起效一次
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}
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export const geDebuffNum=()=>{
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return {
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STUN:0, //眩晕
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@@ -79,17 +91,6 @@ export const geDebuffNum=()=>{
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}
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}
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export enum BuffAttr {
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ATK = 1, // 攻击力
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ATK_COUNT = 2, // 攻击个数
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ATK_CD = 3, // 攻击速度
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HP = 4, // 生命值
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DEF = 5, // 免伤
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SKILL_DMG = 6, // 技能效果
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SKILL_CD = 7, // 技能冷却缩减
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CARD_EFFECT = 8, // 卡牌效果
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CARD_COUNT = 8, // 卡牌起效次数,每3次多起效一次
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}
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export const getBuffNum=()=>{
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return {
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@@ -37,20 +37,8 @@ export class SkillConComp extends CCComp {
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if(!smc.mission.play||smc.mission.pause) return
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this.HeroView.at += dt;
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let cd = this.HeroView.cd
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let count=1
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if(this.HeroView.fac==FacSet.HERO){
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if(this.HeroView.is_master){
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count+=this.FIGHTCON.hero.ATK_COUNT+this.FIGHTCON.ally.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT-this.FIGHTCON.ally_debuff.DECOUNT
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cd=this.HeroView.cd*(100-this.FIGHTCON.hero.ATK_CD-this.FIGHTCON.ally.ATK_CD+this.FIGHTCON.hero_debuff.DECD+this.FIGHTCON.ally_debuff.DECD)/100
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}else{
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count+=this.FIGHTCON.friend.ATK_COUNT+this.FIGHTCON.ally.ATK_COUNT-this.FIGHTCON.friend_debuff.DECOUNT-this.FIGHTCON.ally_debuff.DECOUNT
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cd=this.HeroView.cd*(100-this.FIGHTCON.friend.ATK_CD-this.FIGHTCON.ally.ATK_CD+this.FIGHTCON.friend_debuff.DECD+this.FIGHTCON.ally_debuff.DECD)/100
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}
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}else{
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count+=this.FIGHTCON.enemy.ATK_COUNT-this.FIGHTCON.enemy_debuff.DECOUNT
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cd=this.HeroView.cd*(100-this.FIGHTCON.enemy.ATK_CD+this.FIGHTCON.enemy_debuff.DECD)/100
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}
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let cd = this.get_cd(this.HeroView.cd,this.HeroView)
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let count=this.get_count(1,this.HeroView)
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if(count<1) count=1
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// console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 准备释放")+SkillSet[this.HeroView.atk_skill].name+"=>"+"=>cd:"+cd+"=> count:"+count)
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if (this.HeroView.is_atking &&(this.HeroView.at > cd)) {
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@@ -61,13 +49,35 @@ export class SkillConComp extends CCComp {
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this.HeroView.at = 0;
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}
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}
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get_cd(cd:number,view:HeroViewComp){
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if(view.fac==FacSet.HERO){
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if(view.is_master){
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return cd*(100-this.FIGHTCON.hero_buff.ATK_CD+this.FIGHTCON.hero_debuff.DECD)/100
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}else{
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return cd*(100-this.FIGHTCON.friend_buff.ATK_CD+this.FIGHTCON.hero_debuff.DECD)/100
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}
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}else{
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return cd*(100-this.FIGHTCON.enemy_buff.ATK_CD+this.FIGHTCON.enemy_debuff.DECD)/100
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}
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}
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get_count(count:number,view:HeroViewComp){
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if(view.fac==FacSet.HERO){
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if(view.is_master){
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return count+(this.FIGHTCON.hero_buff.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT)
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}else{
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return count+(this.FIGHTCON.friend_buff.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT)
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}
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}else{
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return count+(this.FIGHTCON.enemy_buff.ATK_COUNT-this.FIGHTCON.enemy_debuff.DECOUNT)
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}
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}
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cast_master_skill(e:string,uuid:any){
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if(!this.HeroView) return
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if(!this.HeroView.is_master) return
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console.log("hart cast_skill",uuid ,e)
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const config = SkillSet[uuid];
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this.castSkill(config,1,this.FIGHTCON.hero.SKILL_DMG)
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this.castSkill(config,1,this.FIGHTCON.hero_buff.SKILL_DMG)
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}
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/** 施放技能 */
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@@ -65,7 +65,7 @@ export class EquipSkillComp extends CCComp {
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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if(this.skill1.uuid!=0){
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if(this.skill1.cd_time < (this.skill1.cd-this.equips.attrs.hero.SKILL_CD)){
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if(this.skill1.cd_time < (this.skill1.cd-this.equips.attrs.hero_buff.SKILL_CD)){
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this.skill1.cd_time+=dt
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}else{
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this.skill1.cd_time=0
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@@ -76,7 +76,7 @@ export class EquipSkillComp extends CCComp {
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this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill1.cd_time/this.skill1.cd)
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}
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if(this.skill2.uuid!=0){
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if(this.skill2.cd_time < (this.skill2.cd-this.equips.attrs.hero.SKILL_CD)){
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if(this.skill2.cd_time < (this.skill2.cd-this.equips.attrs.hero_buff.SKILL_CD)){
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this.skill2.cd_time+=dt
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}else{
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this.skill2.cd_time=0
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@@ -87,7 +87,7 @@ export class EquipSkillComp extends CCComp {
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this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill2.cd_time/this.skill2.cd)
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}
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if(this.skill3.uuid!=0){
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if(this.skill3.cd_time < (this.skill3.cd-this.equips.attrs.hero.SKILL_CD)){
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if(this.skill3.cd_time < (this.skill3.cd-this.equips.attrs.hero_buff.SKILL_CD)){
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this.skill3.cd_time+=dt
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}else{
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this.skill3.cd_time=0
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@@ -3,7 +3,7 @@ import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { smc } from '../common/SingletonModuleComp';
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import { EquipInfo, EquipType, EquipAttrTarget} from '../common/config/Equips';
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import { BuffAttr, getBuffNum } from '../common/config/SkillSet';
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
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const { ccclass, property } = _decorator;
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@ccclass('EquipsComp')
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@@ -16,10 +16,11 @@ export class EquipsComp extends Component {
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skill3:any=null
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boxs:Node=null
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attrs:any={
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hero:getBuffNum(),
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ally:getBuffNum(),
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enemy:getBuffNum(),
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friend:getBuffNum(),
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hero_buff:getBuffNum(),
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friend_buff:getBuffNum(),
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hero_debuff:geDebuffNum(),
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friend_debuff:geDebuffNum(),
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enemy_debuff:geDebuffNum(),
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}
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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@@ -114,106 +115,92 @@ export class EquipsComp extends Component {
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console.log("重置后的属性", this.attrs);
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// 获取所有装备的属性
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let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
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let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
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let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
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console.log("武器属性", weapon_attrs);
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console.log("防具属性", armor_attrs);
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console.log("饰品属性", accessory_attrs);
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let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
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let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
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let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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console.log("武器属性", weapon_buffs);
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console.log("防具属性", armor_buffs);
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console.log("饰品属性", accessory_buffs);
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console.log("武器减益", weapon_debuffs);
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console.log("防具减益", armor_debuffs);
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console.log("饰品减益", accessory_debuffs);
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// 合并所有装备属性
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const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
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console.log("合并后的所有属性", allAttrs);
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const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
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const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
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console.log("合并后的所有属性", allBuff);
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console.log("合并后的所有减益", allDebuff);
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// 计算每个目标的属性加成
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allAttrs.forEach(attr => {
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const target = attr.target || EquipAttrTarget.ALL;
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allBuff.forEach(attr => {
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const target = attr.target || EquipAttrTarget.HERO;
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let targetKey = null;
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// 根据目标类型获取对应的key
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switch (target) {
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case EquipAttrTarget.ALL:
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targetKey = 'ally';
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break;
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case EquipAttrTarget.HERO:
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targetKey = 'hero';
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targetKey = 'hero_buff';
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break;
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case EquipAttrTarget.FRIEND:
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targetKey = 'friend';
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targetKey = 'friend_buff';
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break;
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}
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this.add_attr(targetKey,attr)
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});
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allDebuff.forEach(attr => {
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const target = attr.target || EquipAttrTarget.HERO;
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let targetKey = null;
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// 根据目标类型获取对应的key
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switch (target) {
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case EquipAttrTarget.HERO:
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targetKey = 'hero_debuff';
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break;
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case EquipAttrTarget.FRIEND:
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targetKey = 'friend_debuff';
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break;
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case EquipAttrTarget.ENEMY:
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targetKey = 'enemy';
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targetKey = 'enemy_debuff';
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break;
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}
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console.log("处理属性加成", {
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target: target,
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targetKey: targetKey,
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attr: attr,
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beforeValue: targetKey ? this.attrs[targetKey][BuffAttr[attr.type]] : null
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});
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if (targetKey) {
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switch (attr.type) {
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case BuffAttr.ATK:
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this.attrs[targetKey].ATK += attr.value;
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break;
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case BuffAttr.ATK_COUNT:
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this.attrs[targetKey].ATK_COUNT += attr.value;
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break;
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case BuffAttr.ATK_CD:
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this.attrs[targetKey].ATK_CD += attr.value;
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break;
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case BuffAttr.HP:
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this.attrs[targetKey].HP += attr.value;
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break;
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case BuffAttr.DEF:
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this.attrs[targetKey].DEF += attr.value;
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break;
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case BuffAttr.SKILL_DMG:
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this.attrs[targetKey].SKILL_DMG += attr.value;
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break;
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case BuffAttr.SKILL_CD:
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this.attrs[targetKey].SKILL_CD += attr.value;
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break;
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case BuffAttr.CARD_EFFECT:
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this.attrs[targetKey].CARD_EFFECT += attr.value;
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break;
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case BuffAttr.CARD_COUNT:
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this.attrs[targetKey].CARD_COUNT += attr.value;
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break;
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}
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console.log("属性加成后", {
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targetKey: targetKey,
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attrType: BuffAttr[attr.type],
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afterValue: this.attrs[targetKey][BuffAttr[attr.type]]
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});
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}
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this.add_debuff(targetKey,attr)
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});
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console.log("最终属性加成", this.attrs);
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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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}
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add_attr(targetKey:string,attr:any){
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if(targetKey){
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this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
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}
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}
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add_debuff(targetKey:string,attr:any){
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if(targetKey){
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this.attrs[targetKey][DebuffAttr[attr.type]] += attr.value;
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}
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}
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// 重置所有属性为0
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private reset_attrs() {
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// 创建新的属性对象
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const newAttrs = {
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hero: getBuffNum(),
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ally: getBuffNum(),
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enemy: getBuffNum(),
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friend: getBuffNum()
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hero_buff: getBuffNum(),
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friend_buff: getBuffNum(),
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hero_debuff: geDebuffNum(),
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friend_debuff: geDebuffNum(),
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enemy_debuff: geDebuffNum(),
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};
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// 替换整个 attrs 对象
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this.attrs = newAttrs;
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console.log("重置属性", {
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hero: this.attrs.hero,
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ally: this.attrs.ally,
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enemy: this.attrs.enemy,
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friend: this.attrs.friend
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hero_buff: this.attrs.hero_buff,
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hero_debuff: this.attrs.hero_debuff,
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friend_buff: this.attrs.friend_buff,
|
||||
friend_debuff: this.attrs.friend_debuff,
|
||||
enemy_debuff: this.attrs.enemy_debuff,
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -7,23 +7,21 @@ const { ccclass, property } = _decorator;
|
||||
@ccclass('FightConComp')
|
||||
export class FightConComp extends Component {
|
||||
|
||||
hero=getBuffNum()
|
||||
ally=getBuffNum()
|
||||
enemy=getBuffNum()
|
||||
friend=getBuffNum()
|
||||
hero_buff=getBuffNum()
|
||||
friend_buff=getBuffNum()
|
||||
enemy_buff=getBuffNum()
|
||||
|
||||
hero_debuff=geDebuffNum()
|
||||
ally_debuff=geDebuffNum()
|
||||
enemy_debuff=geDebuffNum()
|
||||
friend_debuff=geDebuffNum()
|
||||
enemy_debuff=geDebuffNum()
|
||||
//注意临时buff和debuff 每种buff的值 必须都一样 多种值 战斗处理复杂 暂时放弃
|
||||
temp_hero_buff = this.getInitTempBuff();
|
||||
temp_ally_buff = this.getInitTempBuff();
|
||||
temp_enemy_buff = this.getInitTempBuff();
|
||||
temp_friend_buff = this.getInitTempBuff();
|
||||
temp_enemy_buff = this.getInitTempBuff();
|
||||
|
||||
temp_hero_debuff = this.getInitTempDebuff();
|
||||
temp_ally_debuff = this.getInitTempDebuff();
|
||||
temp_enemy_debuff = this.getInitTempDebuff();
|
||||
temp_friend_debuff = this.getInitTempDebuff();
|
||||
temp_enemy_debuff = this.getInitTempDebuff();
|
||||
|
||||
onLoad(){
|
||||
// console.log("fight con start")
|
||||
@@ -32,11 +30,14 @@ export class FightConComp extends Component {
|
||||
}
|
||||
|
||||
private equip_change(e:GameEvent,equip:any){
|
||||
this.hero=equip.hero
|
||||
this.ally=equip.ally
|
||||
this.enemy=equip.enemy
|
||||
this.friend=equip.friend
|
||||
this.hero_buff=equip.hero_buff
|
||||
this.friend_buff=equip.friend_buff
|
||||
|
||||
this.hero_debuff=equip.hero_debuff
|
||||
this.friend_debuff=equip.friend_debuff
|
||||
this.enemy_debuff=equip.enemy_debuff
|
||||
}
|
||||
|
||||
private fight_ready(e:GameEvent){
|
||||
this.clearAlls()
|
||||
}
|
||||
@@ -84,22 +85,21 @@ export class FightConComp extends Component {
|
||||
}
|
||||
|
||||
private clearAlls() {
|
||||
this.hero=getBuffNum()
|
||||
this.ally=getBuffNum()
|
||||
this.enemy=getBuffNum()
|
||||
this.friend=getBuffNum()
|
||||
this.hero_buff=getBuffNum()
|
||||
this.friend_buff=getBuffNum()
|
||||
this.enemy_buff=getBuffNum()
|
||||
|
||||
this.hero_debuff=geDebuffNum()
|
||||
this.ally_debuff=geDebuffNum()
|
||||
this.enemy_debuff=geDebuffNum()
|
||||
this.friend_debuff=geDebuffNum()
|
||||
this.enemy_debuff=geDebuffNum()
|
||||
|
||||
this.temp_hero_buff = this.getInitTempBuff()
|
||||
this.temp_ally_buff = this.getInitTempBuff()
|
||||
this.temp_enemy_buff = this.getInitTempBuff()
|
||||
this.temp_friend_buff = this.getInitTempBuff()
|
||||
this.temp_enemy_buff = this.getInitTempBuff()
|
||||
|
||||
this.temp_hero_debuff = this.getInitTempDebuff()
|
||||
this.temp_ally_debuff = this.getInitTempDebuff()
|
||||
this.temp_enemy_debuff = this.getInitTempDebuff()
|
||||
this.temp_friend_debuff = this.getInitTempDebuff()
|
||||
this.temp_enemy_debuff = this.getInitTempDebuff()
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
|
||||
@@ -50,12 +50,12 @@ export class Skill extends ecs.Entity {
|
||||
skillComp.ap = caster.ap+dmg;
|
||||
if(caster.fac==0){
|
||||
if(caster.is_master){
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.hero.ATK+FIGHTCON.ally.ATK)/100);
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.hero_buff.ATK)/100);
|
||||
}else{
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.friend.ATK+FIGHTCON.ally.ATK)/100);
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.friend_buff.ATK)/100);
|
||||
}
|
||||
}else{
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100-FIGHTCON.enemy.ATK)/100);
|
||||
skillComp.ap=Math.floor(skillComp.ap*(100-FIGHTCON.enemy_buff.ATK)/100);
|
||||
}
|
||||
skillComp.s_uuid = uuid;
|
||||
skillComp.animType = config.AnimType;
|
||||
|
||||
@@ -118,7 +118,7 @@ export class SkillCom extends CCComp {
|
||||
if(target == null) return;
|
||||
let remainingDamage = this.ap;
|
||||
if(target.fac == BoxSet.HERO ){
|
||||
remainingDamage=remainingDamage*(100-this.FIGHTCON.hero.DEF+this.FIGHTCON.hero_debuff.BURN)/100
|
||||
remainingDamage=remainingDamage*(100-this.FIGHTCON.hero_buff.DEF+this.FIGHTCON.hero_debuff.BURN)/100
|
||||
}
|
||||
target.do_atked(remainingDamage)
|
||||
this.ent.destroy()
|
||||
|
||||
Reference in New Issue
Block a user