diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index a619cfde..8cee4320 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -195,7 +195,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate private applyFriendlySkillEffects(_s_uuid: number, _skillLv: number, config: SkillConfig, _heroView: HeroViewComp, _cAttrsComp: HeroAttrsComp, targets: HeroViewComp[], _targetPos: Vec3 | null) { const kind = config.kind ?? SkillKind.Support; const sUp = SkillUpList[_s_uuid] ?? SkillUpList[1001]; - const sAp =config.ap+sUp.ap*_skillLv; + const sAp =(config.ap+sUp.ap*_skillLv)/100; const sHit=config.hit_count+sUp.hit_count*_skillLv; const selectedTargets = this.pickRandomFriendlyTargets(targets, sHit); const applyTargets = kind === SkillKind.Heal ? this.sortTargetsByLowestHp(selectedTargets) : selectedTargets; @@ -204,10 +204,11 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const model = target.ent.get(HeroAttrsComp); if (!model || model.is_dead) continue; if (kind === SkillKind.Heal && sAp !== 0) { - const addHp = model.add_hp(sAp*_cAttrsComp.ap); + const addHp = Math.floor(model.add_hp(sAp*_cAttrsComp.ap)); target.health(addHp); } else if (kind === SkillKind.Shield && sAp !== 0) { - model.add_shield(sAp*_cAttrsComp.ap); + const addShield = Math.floor(sAp*_cAttrsComp.ap); + model.add_shield(addShield); } if (!config.buffs || config.buffs.length === 0) continue; for (const buffConf of config.buffs) {