去掉skillcom处理 buff skill只负责动画运行和碰撞伤害
This commit is contained in:
@@ -453,7 +453,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
{ type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
||||
{ type: BuffAttr.WFUNY, value: 60, target: EquipAttrTarget.HERO }, // 风怒概率60%
|
||||
{ type: BuffAttr.STUN_RATTO, value: 12.5, target: EquipAttrTarget.HERO }, // 击晕概率12.5%
|
||||
{ type: BuffAttr.STUN_RATIO, value: 12.5, target: EquipAttrTarget.HERO }, // 击晕概率12.5%
|
||||
],
|
||||
},
|
||||
|
||||
@@ -507,7 +507,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
{ type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
{ type: BuffAttr.CRITICAL, value: 30, target: EquipAttrTarget.HERO }, // 暴击率30%
|
||||
{ type: BuffAttr.CRITICAL_DMG, value: 70, target: EquipAttrTarget.HERO }, // 暴击伤害+70%
|
||||
{ type: BuffAttr.STUN_RATTO, value: 15, target: EquipAttrTarget.HERO }, // 击晕概率+15%
|
||||
{ type: BuffAttr.STUN_RATIO, value: 15, target: EquipAttrTarget.HERO }, // 击晕概率+15%
|
||||
],
|
||||
},
|
||||
5104: {
|
||||
@@ -523,7 +523,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
{ type: BuffAttr.ATK, value: 360, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
{ type: BuffAttr.CRITICAL, value: 30, target: EquipAttrTarget.HERO }, // 暴击率30%
|
||||
{ type: BuffAttr.STUN_RATTO, value: 30, target: EquipAttrTarget.HERO }, // 击晕概率30%
|
||||
{ type: BuffAttr.STUN_RATIO, value: 30, target: EquipAttrTarget.HERO }, // 击晕概率30%
|
||||
],
|
||||
},
|
||||
|
||||
|
||||
@@ -113,13 +113,12 @@ export enum BuffAttr {
|
||||
SKILL_DMG = 6, // 技能效果
|
||||
SKILL_CD = 7, // 技能冷却缩减
|
||||
CARD_EFFECT = 8, // 卡牌效果
|
||||
CARD_COUNT = 8, // 卡牌起效次数,每3次多起效一次
|
||||
CRITICAL = 9, //暴击率
|
||||
CRITICAL_DMG = 10, //暴击伤害
|
||||
CRITICAL_NO = 11, //暴击免疫
|
||||
DODGE = 12, //闪避
|
||||
DODGE_NO = 13, //闪避免疫
|
||||
DEBUFF_COUNT = 14, //debuff次数
|
||||
DEBUFF_COUNT = 14, //debuff持续时间提升
|
||||
DEBUFF_VALUE = 15, //debuff效果
|
||||
DEBUFF_UP = 16, //debuff概率提升
|
||||
DEBUFF_DOWN = 17, //被debuff概率降低
|
||||
@@ -131,15 +130,55 @@ export enum BuffAttr {
|
||||
BURN_COUNT = 23, //易伤额外次数
|
||||
BURN_VALUE = 24,//易伤效果
|
||||
STUN_TIME = 25, //击晕额外时间
|
||||
STUN_RATTO = 26, //击晕概率
|
||||
STUN_RATIO = 26, //击晕概率
|
||||
FROST_TIME = 27, //冰冻时间
|
||||
HP_MAX = 28, //最大生命值数值
|
||||
POWER_UP = 29, //能量增加
|
||||
LIFESTEAL = 30, //吸血
|
||||
DMG_RED = 31, //免伤
|
||||
INVINCIBLE = 32, //无敌
|
||||
DIS = 33, //距离
|
||||
SPEED = 34, //速度
|
||||
}
|
||||
export const getBuffNum=()=>{
|
||||
return {
|
||||
[BuffAttr.AP]:0, //攻击力 数值
|
||||
[BuffAttr.ATK]:0, // 攻击力
|
||||
[BuffAttr.WFUNY]:0, // 风怒概率
|
||||
[BuffAttr.ATK_CD]:0, // 攻击速度
|
||||
[BuffAttr.HP]:0, // 生命值 比例
|
||||
[BuffAttr.DEF]:0, // 免伤
|
||||
[BuffAttr.SKILL_DMG]:0, // 技能效果
|
||||
[BuffAttr.SKILL_CD]:0, // 技能冷却缩减
|
||||
[BuffAttr.CARD_EFFECT]:0, // 卡牌效果
|
||||
[BuffAttr.CRITICAL]:0, //暴击
|
||||
[BuffAttr.CRITICAL_DMG]:0, //暴击伤害
|
||||
[BuffAttr.CRITICAL_NO]:0, //暴击免疫
|
||||
[BuffAttr.DODGE]:0, //闪避
|
||||
[BuffAttr.DODGE_NO]:0, //闪避免疫
|
||||
[BuffAttr.DEBUFF_COUNT]:0, //debuff次数
|
||||
[BuffAttr.DEBUFF_VALUE]:0, //debuff效果
|
||||
[BuffAttr.DEBUFF_UP]:0, //debuff概率提升
|
||||
[BuffAttr.DEBUFF_DOWN]:0, //被debuff概率降低
|
||||
[BuffAttr.PUNCTURE]:0, //穿刺敌人伤害后方敌人
|
||||
[BuffAttr.PUNCTURE_DMG]:0, //穿刺敌人伤害后方敌人伤害加成
|
||||
[BuffAttr.FROST_RATIO]:0, //冰冻比率
|
||||
[BuffAttr.REFLECT]:0, //反伤比率
|
||||
[BuffAttr.KNOCKBACK]:0, //击退概率
|
||||
[BuffAttr.BURN_COUNT]:0, //易伤额外次数
|
||||
[BuffAttr.BURN_VALUE]:0,
|
||||
[BuffAttr.STUN_TIME]:0,
|
||||
[BuffAttr.STUN_RATIO]:0,
|
||||
[BuffAttr.FROST_TIME]:0,
|
||||
[BuffAttr.HP_MAX]:0,//最大生命值数值
|
||||
[BuffAttr.POWER_UP]:0,//能量增加
|
||||
[BuffAttr.LIFESTEAL]:0,//吸血
|
||||
[BuffAttr.DMG_RED]:0,//免伤
|
||||
[BuffAttr.INVINCIBLE]:0,//无敌
|
||||
[BuffAttr.DIS]:0,//距离
|
||||
[BuffAttr.SPEED]:0,//速度
|
||||
}
|
||||
}
|
||||
|
||||
export const geDebuffNum=()=>{
|
||||
return {
|
||||
STUN:0, //眩晕
|
||||
@@ -157,44 +196,7 @@ export const geDebuffNum=()=>{
|
||||
}
|
||||
|
||||
|
||||
export const getBuffNum=()=>{
|
||||
return {
|
||||
AP:0, //攻击力 数值
|
||||
ATK:0, // 攻击力
|
||||
WFUNY:0, // 风怒概率
|
||||
ATK_CD:0, // 攻击速度
|
||||
HP:0, // 生命值 比例
|
||||
DEF:0, // 免伤
|
||||
SKILL_DMG:0, // 技能效果
|
||||
SKILL_CD:0, // 技能冷却缩减
|
||||
CARD_EFFECT:0, // 卡牌效果
|
||||
CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
|
||||
CRITICAL:0, //暴击
|
||||
CRITICAL_DMG:0, //暴击伤害
|
||||
CRITICAL_NO:0, //暴击免疫
|
||||
DODGE:0, //闪避
|
||||
DODGE_NO:0, //闪避免疫
|
||||
DEBUFF_COUNT:0, //debuff次数
|
||||
DEBUFF_VALUE:0, //debuff效果
|
||||
DEBUFF_UP:0, //debuff概率提升
|
||||
DEBUFF_DOWN:0, //被debuff概率降低
|
||||
PUNCTURE:0, //穿刺敌人伤害后方敌人
|
||||
PUNCTURE_DMG:0, //穿刺敌人伤害后方敌人伤害加成
|
||||
FROST_RATIO:0, //冰冻比率
|
||||
REFLECT:0, //反伤比率
|
||||
KNOCKBACK:0, //击退概率
|
||||
BURN_COUNT:0, //易伤额外次数
|
||||
BURN_VALUE:0,
|
||||
STUN_TIME:0,
|
||||
STUN_RATTO:0,
|
||||
FROST_TIME:0,
|
||||
HP_MAX:0,//最大生命值数值
|
||||
POWER_UP:0,//能量增加
|
||||
LIFESTEAL:0,//吸血
|
||||
DMG_RED:0,//免伤
|
||||
INVINCIBLE:0,//无敌
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
export enum Quality{
|
||||
WHITE=1,
|
||||
|
||||
@@ -35,7 +35,7 @@ export interface TalentConfig {
|
||||
* | 10 | 技能加速 | +40% | BuffAttr.SKILL_CD | 技能冷却缩减 |
|
||||
* | 11 | 冰冻强化 | +10% | BuffAttr.FROST_RATIO| 冰冻概率加成 |
|
||||
* | 12 | 击退强化 | +10% | BuffAttr.KNOCKBACK | 击退概率加成 |
|
||||
* | 13 | 击晕强化 | +10% | BuffAttr.STUN_RATTO | 击晕概率加成 |
|
||||
* | 13 | 击晕强化 | +10% | BuffAttr.STUN_RATIO | 击晕概率加成 |
|
||||
* | 14 | 反伤强化 | +20% | BuffAttr.REFLECT | 反伤百分比加成 |
|
||||
* | 15 | 吸血强化 | +20% | BuffAttr.LIFESTEAL | 吸血百分比加成 |
|
||||
*/
|
||||
@@ -65,7 +65,7 @@ export const TalentList: { [key: number]: TalentConfig } = {
|
||||
1010: {uuid:1010,name:"技能加速",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.SKILL_CD,value:24,info:"技能冷却缩减+24%"},
|
||||
1011: {uuid:1011,name:"冰冻强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.FROST_RATIO,value:6,info:"冰冻概率+6%"},
|
||||
1012: {uuid:1012,name:"击退强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.KNOCKBACK,value:6,info:"击退概率+6%"},
|
||||
1013: {uuid:1013,name:"击晕强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.STUN_RATTO,value:6,info:"击晕概率+6%"},
|
||||
1013: {uuid:1013,name:"击晕强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.STUN_RATIO,value:6,info:"击晕概率+6%"},
|
||||
1014: {uuid:1015,name:"吸血强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.LIFESTEAL,value:12,info:"吸血+12%"},
|
||||
|
||||
// ==================== 紫色品质天赋 ====================
|
||||
@@ -81,7 +81,7 @@ export const TalentList: { [key: number]: TalentConfig } = {
|
||||
2010: {uuid:2010,name:"技能加速大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.SKILL_CD,value:40,info:"技能冷却缩减+40%"},
|
||||
2011: {uuid:2011,name:"冰冻大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.FROST_RATIO,value:10,info:"冰冻概率+10%"},
|
||||
2012: {uuid:2012,name:"击退大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.KNOCKBACK,value:10,info:"击退概率+10%"},
|
||||
2013: {uuid:2013,name:"击晕大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.STUN_RATTO,value:10,info:"击晕概率+10%"},
|
||||
2013: {uuid:2013,name:"击晕大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.STUN_RATIO,value:10,info:"击晕概率+10%"},
|
||||
2014: {uuid:2015,name:"吸血大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.LIFESTEAL,value:20,info:"吸血+20%"},
|
||||
};
|
||||
|
||||
|
||||
@@ -74,7 +74,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
view.status_change("idle");
|
||||
}
|
||||
}
|
||||
this.checkEnemiesInBase(e);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -116,7 +115,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
move.direction = 1;
|
||||
view.node.setScale(1, 1, 1); // 面向右侧
|
||||
}
|
||||
this.checkEnemiesInBase(e);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +137,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
view.status_change("idle");
|
||||
// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
|
||||
}
|
||||
this.checkEnemiesInBase(e)
|
||||
|
||||
// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
|
||||
}
|
||||
@@ -192,20 +189,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
const view = entity.get(HeroViewComp);
|
||||
return view.node.position.x === -1000 || view.node.position.x === 1000;
|
||||
}
|
||||
/**检测敌人是否进入我方基地 */
|
||||
private checkEnemiesInBase(entity: ecs.Entity) {
|
||||
const view = entity.get(HeroViewComp);
|
||||
if(view.fac==FacSet.MON){
|
||||
if(view.atk_heart) return
|
||||
if(view.node.position.x <= FightSet.HEARTPOS){
|
||||
oops.message.dispatchEvent(GameEvent.LifeChange,-1)
|
||||
view.atk_heart=true
|
||||
view.is_dead=true
|
||||
view.BUFFCOMP.dead()
|
||||
view.do_dead()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 检测攻击范围内敌人 */
|
||||
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
|
||||
Reference in New Issue
Block a user