英雄升级改为仅等级升级,slv根据等级确定,下步修改抽卡,改为以此抽多次卡
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@@ -41,7 +41,7 @@ export class Monster extends ecs.Entity {
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
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scale=-1
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let box_group=BoxSet.MONSTER
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console.log("mon load",uuid)
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@@ -53,11 +53,11 @@ export class Monster extends ecs.Entity {
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv)
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oops.message.dispatchEvent("monster_load",this)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false) {
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
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var hv = node.getComponent(HeroViewComp)!;
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// console.log("hero_init",buff)
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let hero= HeroInfo[uuid] // 共用英雄数据
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@@ -78,28 +78,26 @@ export class Monster extends ecs.Entity {
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hv.cpw=hero.cpw;
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hv.dpw=hero.dpw;
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hv.dopw=hero.dopw;
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hv.lv = 1;
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let slv=0
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if (hero.slv >= 5) slv=1
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if (hero.slv >= 10) slv=2
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if (hero.slv >= 15) slv=3
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if (hero.slv >= 20) slv=4
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if (hero.slv >= 25) slv=5
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hv.lv = lv;
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let slv= Math.floor(( hv.lv) / 5);
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let sklv=slv
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if(sklv >= 5) sklv=5;
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hv.type = hero.type;
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hv.sk1 = hero.sk1[slv];
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hv.sk2 = hero.sk2[slv];
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hv.sk3 = hero.sk3[slv];
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hv.akc = hero.akc[slv];
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hv.uac = hero.uac[slv];
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hv.crc = hero.crc[slv];
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hv.dgc = hero.dgc[slv];
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hv.akr = hero.akr[slv];
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hv.uar = hero.uar[slv];
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hv.crr = hero.crr[slv];
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hv.dgr = hero.dgr[slv];
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hv.hp= hv.hp_max =hero.hp+hero.hp_up*hv.lv ;
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hv.ap = hero.ap+hero.ap_up*hv.lv ;
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hv.def= hero.def+hero.def_up*hv.lv;
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hv.sk1 = hero.sk1[sklv];
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hv.sk2 = hero.sk2[sklv];
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hv.sk3 = hero.sk3[sklv];
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hv.akc = hero.akc[sklv];
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hv.uac = hero.uac[sklv];
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hv.crc = hero.crc[sklv];
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hv.dgc = hero.dgc[sklv];
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hv.akr = hero.akr[sklv];
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hv.uar = hero.uar[sklv];
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hv.crr = hero.crr[sklv];
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hv.dgr = hero.dgr[sklv];
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hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv);
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hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
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hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
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hv.cd = hero.a_cd
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hv.crit = hero.crit; //暴击率
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hv.crit_add = hero.crit_add;//暴击伤害加成
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