From 79687fbace3b2dd7906cc7b225da5c4eb2cbbd73 Mon Sep 17 00:00:00 2001 From: panFD Date: Sat, 5 Sep 2026 22:25:23 +0800 Subject: [PATCH] =?UTF-8?q?fix(SCastSystem):=20=E4=BF=AE=E6=94=B9=E6=B2=BB?= =?UTF-8?q?=E7=96=97=E9=87=8F=E8=AE=A1=E7=AE=97=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将治疗量计算从基于施法者ap改为基于被治疗者最终最大生命值,同时更新注释说明 --- assets/script/game/hero/SCastSystem.ts | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index f2dfcfe2..82ba604e 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -528,8 +528,9 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate } if (kind === SkillKind.Heal && sAp !== 0) { - // 治疗强化(heal_power,百分点):辅助专精天赋写入,放大施法者的治疗量 - const addHp = Math.floor(sAp * _cAttrsComp.ap / 100 * (1 + _cAttrsComp.heal_power / 100)); + // 治疗量 = 被治疗者最终最大生命(getFinalHpMax 含驻场光环与计时 buff 加成)× 技能 ap% + // 治疗强化(heal_power,百分点):辅助专精天赋写入,按施法者放大治疗量 + const addHp = Math.floor(model.getFinalHpMax() * sAp / 100 * (1 + _cAttrsComp.heal_power / 100)); model.add_hp(addHp); target.health(addHp); if (_cAttrsComp.fac === FacSet.HERO) {