武器 击晕 冰冻 易伤 效果添加
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@@ -90,6 +90,12 @@ export class Skill extends ecs.Entity {
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SComp.puncture_damage = ap_data.puncture_damage
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SComp.heal = config.heal
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SComp.shield = config.shield
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SComp.burn_count = ap_data.burn_count
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SComp.burn_value = ap_data.burn_value
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SComp.stun_time = ap_data.stun_time
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SComp.stun_ratto = ap_data.stun_ratto
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SComp.frost_time = ap_data.frost_time
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SComp.frost_ratto = ap_data.frost_ratto
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// 设置技能组件属性
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Object.assign(SComp, {
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s_uuid: uuid,
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@@ -117,6 +123,12 @@ export class Skill extends ecs.Entity {
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let buff=null
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let puncture=0
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let puncture_damage=0
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let burn_count=0
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let burn_value=0
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let stun_time=0
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let stun_ratto=0
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let frost_time=0
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let frost_ratto=0
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if(view.is_master) buff=FIGHTCON.hero_buff
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if(view.is_friend) buff=FIGHTCON.friend_buff
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if(view.is_boss) buff=FIGHTCON.enemy_buff
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@@ -152,6 +164,12 @@ export class Skill extends ecs.Entity {
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ap=view.ap*buffap*BUFF_AP*SkillSet[uuid].ap/100
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crit=view.crit+buff.CRITICAL
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crit_d=view.crit_d+buff.CRITICAL_DMG
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return {ap,crit,crit_d,puncture,puncture_damage}
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burn_count=buff.BURN_COUNT+view.burn_count
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burn_value=buff.BURN_VALUE+view.burn_value
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stun_time=buff.STUN_TIME+view.stun_time
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stun_ratto=buff.STUN_RATTO+view.stun_ratto
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frost_time=buff.FROST_TIME+view.frost_time
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frost_ratto=buff.FROST_RATTO+view.frost_ratto
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return {ap,crit,crit_d,puncture,puncture_damage,burn_count,burn_value,stun_time,stun_ratto,frost_time,frost_ratto}
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}
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}
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@@ -44,6 +44,12 @@ export class SkillCom extends CCComp {
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ap:number=0;
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heal:number=0;
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shield:number=0;
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burn_count:number=0;
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burn_value:number=0;
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stun_time:number=0;
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stun_ratto:number=0;
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frost_ratto:number=0;
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frost_time:number=0;
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FIGHTCON:FightConComp=null;
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run_time:number=0;
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hited_time:number=0;
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@@ -146,7 +152,10 @@ export class SkillCom extends CCComp {
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// console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
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// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
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if(target == null) return;
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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
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target.do_atked(this.ap,this.caster_crit,this.caster_crit_d,
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this.burn_count,this.burn_value,
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this.stun_time,this.stun_ratto,
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this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
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console.log("[SkillCom]:single_damage",this.ap,this.caster_crit,this.caster_crit_d,this.hit_count)
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if(SkillSet[this.s_uuid].debuff>0){
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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
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