feat(skill): add timed buff support for skills
1. 新增timed_buff_id配置项到SkillConfig和SkillOverrides接口 2. 实现计时buff逻辑:配置该id时通过buffManager添加限时buff,跳过永久buff逻辑 3. 优化代码格式和空行规范,修复部分代码细节问题
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@@ -154,6 +154,7 @@ export interface SkillConfig {
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stun?: number, // 额外击晕概率
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stun?: number, // 额外击晕概率
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bck?: number, // 额外击退概率
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bck?: number, // 额外击退概率
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buff_type?: Attrs, // Buff 类型 (单一职责)
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buff_type?: Attrs, // Buff 类型 (单一职责)
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timed_buff_id?: number, // 计时性 buff 配置 id(指向 BuffList),存在时走 buffManager 而非永久 add_*
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call_hero?: number, // 召唤技能召唤英雄id(可选)
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call_hero?: number, // 召唤技能召唤英雄id(可选)
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is_accel?: boolean, // 是否逐渐加速飞行
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is_accel?: boolean, // 是否逐渐加速飞行
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info: string, // 技能描述
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info: string, // 技能描述
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@@ -170,6 +171,7 @@ export interface SkillOverrides {
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stun?: number;
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stun?: number;
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bck?: number;
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bck?: number;
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buff_type?: Attrs;
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buff_type?: Attrs;
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timed_buff_id?: number;
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call_hero?: number;
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call_hero?: number;
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is_accel?: boolean;
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is_accel?: boolean;
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}
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}
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@@ -14,6 +14,7 @@ import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MissionHeroComp } from "../map/MissionHeroComp";
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import { MissionHeroComp } from "../map/MissionHeroComp";
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import { buffManager } from "./BuffManager";
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/**
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/**
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* ==================== 自动施法系统 ====================
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* ==================== 自动施法系统 ====================
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@@ -205,9 +206,9 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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* 3. 选取本帧可施放技能并执行施法
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* 3. 选取本帧可施放技能并执行施法
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*/
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*/
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update(e: ecs.Entity): void {
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update(e: ecs.Entity): void {
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if(!smc.mission.play ) return;
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if (!smc.mission.play) return;
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if(smc.mission.pause) return
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if (smc.mission.pause) return
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if(!smc.mission.in_fight) return
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if (!smc.mission.in_fight) return
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const heroAttrs = e.get(HeroAttrsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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const heroView = e.get(HeroViewComp);
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const heroView = e.get(HeroViewComp);
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if (!heroAttrs || !heroView || !heroView.node) return;
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if (!heroAttrs || !heroView || !heroView.node) return;
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@@ -231,7 +232,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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heroView.playReady("yellow");
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heroView.playReady("yellow");
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} else if (triggerType === 'dead') {
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} else if (triggerType === 'dead') {
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heroView.playOther("dead");
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heroView.playOther("dead");
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}else{
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} else {
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heroView.playOther('yellow')
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heroView.playOther('yellow')
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}
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}
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@@ -273,11 +274,11 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const sUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid] : SkillUpList[1001];
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const sUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid] : SkillUpList[1001];
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const cNum = Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0)));
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const cNum = Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0)));
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const castTimes = 1 + cNum;
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const castTimes = 1 + cNum;
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let val=""
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let val = ""
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if(castTimes >1){
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if (castTimes > 1) {
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val = "*"+castTimes.toString
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val = "*" + castTimes.toString
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}
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}
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heroView.skill_name(val,s_uuid,triggerType)
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heroView.skill_name(val, s_uuid, triggerType)
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for (let i = 0; i < castTimes; i++) {
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for (let i = 0; i < castTimes; i++) {
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if (!heroView.node || !heroView.node.isValid) return;
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if (!heroView.node || !heroView.node.isValid) return;
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if (isFriendly) {
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if (isFriendly) {
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@@ -340,7 +341,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const skillLv = castPlan.skillLv;
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const skillLv = castPlan.skillLv;
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const overrides = castPlan.overrides;
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const overrides = castPlan.overrides;
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let config = SkillSet[s_uuid];
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let config = SkillSet[s_uuid];
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const sUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid]:SkillUpList[1001];
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const sUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid] : SkillUpList[1001];
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const cNum = Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0)));
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const cNum = Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0)));
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if (!config) return;
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if (!config) return;
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@@ -407,7 +408,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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* 创建技能实体(投射物/范围体等)。
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* 创建技能实体(投射物/范围体等)。
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* 仅用于对敌伤害技能的实体化表现与碰撞伤害分发。
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* 仅用于对敌伤害技能的实体化表现与碰撞伤害分发。
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*/
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*/
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private createSkillEntity(s_uuid: number, skillLv: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3, castIndex: number = 0, overrides?: SkillOverrides) {
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private createSkillEntity(s_uuid: number, skillLv: number, caster: HeroViewComp, cAttrsComp: HeroAttrsComp, targetPos: Vec3, castIndex: number = 0, overrides?: SkillOverrides) {
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if (!caster.node || !caster.node.isValid) return;
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if (!caster.node || !caster.node.isValid) return;
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const parent = caster.node.parent;
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const parent = caster.node.parent;
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if (!parent) return;
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if (!parent) return;
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@@ -443,8 +444,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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private applyFriendlySkillEffects(_s_uuid: number, _skillLv: number, config: SkillConfig, _heroView: HeroViewComp, _cAttrsComp: HeroAttrsComp, targets: HeroViewComp[], _targetPos: Vec3 | null, isCardSkill: boolean = false) {
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private applyFriendlySkillEffects(_s_uuid: number, _skillLv: number, config: SkillConfig, _heroView: HeroViewComp, _cAttrsComp: HeroAttrsComp, targets: HeroViewComp[], _targetPos: Vec3 | null, isCardSkill: boolean = false) {
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const kind = config.kind ?? SkillKind.Support;
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const kind = config.kind ?? SkillKind.Support;
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const sUp = SkillUpList[_s_uuid] ?? SkillUpList[1001];
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const sUp = SkillUpList[_s_uuid] ?? SkillUpList[1001];
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const sAp =config.ap+sUp.ap*_skillLv;
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const sAp = config.ap + sUp.ap * _skillLv;
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const sHit=config.hit_count+sUp.hit_count*_skillLv;
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const sHit = config.hit_count + sUp.hit_count * _skillLv;
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const applyTargets = kind === SkillKind.Heal
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const applyTargets = kind === SkillKind.Heal
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? this.pickHealTargetsByMostMissingHp(targets, sHit)
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? this.pickHealTargetsByMostMissingHp(targets, sHit)
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: this.pickRandomFriendlyTargets(targets, sHit);
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: this.pickRandomFriendlyTargets(targets, sHit);
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@@ -466,7 +467,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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if (kind === SkillKind.Heal && sAp !== 0) {
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if (kind === SkillKind.Heal && sAp !== 0) {
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const addHp = Math.floor(sAp*_cAttrsComp.ap/100);
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const addHp = Math.floor(sAp * _cAttrsComp.ap / 100);
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model.add_hp(addHp);
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model.add_hp(addHp);
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target.health(addHp);
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target.health(addHp);
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if (_cAttrsComp.fac === FacSet.HERO) {
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if (_cAttrsComp.fac === FacSet.HERO) {
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@@ -485,6 +486,18 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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if (config.buff_type !== undefined) {
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if (config.buff_type !== undefined) {
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// 计时性 buff:配置了 timed_buff_id 时走 buffManager 限时路径,
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// 同一技能不应既永久加成又限时加成,故提前 return 跳过下方永久 add_* 逻辑
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if (config.timed_buff_id) {
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buffManager.applyBuff(
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target.ent,
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config.timed_buff_id,
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_cAttrsComp.hero_uuid,
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_cAttrsComp.ap
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);
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return;
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}
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const baseValue = config.ap;
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const baseValue = config.ap;
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let upgradeValue = 0;
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let upgradeValue = 0;
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@@ -496,7 +509,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const totalBuffValue = baseValue + upgradeValue;
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const totalBuffValue = baseValue + upgradeValue;
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switch (config.buff_type){
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switch (config.buff_type) {
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case Attrs.ap:
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case Attrs.ap:
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model.add_ap(totalBuffValue);
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model.add_ap(totalBuffValue);
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break;
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break;
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