crt 改为crit
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@@ -64,9 +64,9 @@ export class HeroViewComp extends CCComp {
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dod: number = 10; //闪避率
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dod_no:boolean=false;
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crt:number=0; //暴击率
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crt_no:boolean=false; //暴击免疫
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crt_d:number=0; //暴击伤害
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crit:number=0; //暴击率
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crit_no:boolean=false; //暴击免疫
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crit_d:number=0; //暴击伤害
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shield:number = 0; //护盾,免伤1次减1
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speed: number = 100; /** 角色移动速度 */
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@@ -373,17 +373,17 @@ export class HeroViewComp extends CCComp {
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}
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}
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do_atked(remainingDamage:number,crt:number=0,crt_d:number=0){
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do_atked(remainingDamage:number,crit:number=0,crit_d:number=0){
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this.do_atked_trigger()
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if(this.check_shield()) return
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if(this.check_dodge()) return
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let is_crit = this.check_crit(crt)
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let is_crit = this.check_crit(crit)
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if(this == null) return;
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let damage = this.count_damage(remainingDamage)
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crt_d)/100))
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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}
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this.hp -= damage;
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if(this.hp <= 0) {
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@@ -454,16 +454,16 @@ export class HeroViewComp extends CCComp {
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return false
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}
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check_crit(crt:number=0){
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if(this.crt_no) return false
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if(crt > 0){
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check_crit(crit:number=0){
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if(this.crit_no) return false
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if(crit > 0){
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let random = Math.random()*100
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if(random < crt) {
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console.log("[HeroViewComp]:crit",crt,random)
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if(random < crit) {
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console.log("[HeroViewComp]:crit",crit,random)
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return true
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}
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}
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console.log("[HeroViewComp]:crit",crt)
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console.log("[HeroViewComp]:crit",crit)
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return false
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}
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// dead(){
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