fix: 修正技能AP百分比计算错误
修复技能AP百分比计算逻辑,移除重复除以100的操作。在Skill.ts中移除多余注释,在SCastSystem.ts中正确计算治疗量,确保技能AP作为百分比值正确处理。
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@@ -195,7 +195,7 @@ 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) {
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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 sAp =(config.ap+sUp.ap*_skillLv)/100;
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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 selectedTargets = this.pickRandomFriendlyTargets(targets, sHit);
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const applyTargets = kind === SkillKind.Heal ? this.sortTargetsByLowestHp(selectedTargets) : selectedTargets;
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@@ -204,7 +204,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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if (kind === SkillKind.Heal && sAp !== 0) {
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const addHp = Math.floor(model.add_hp(sAp*_cAttrsComp.ap));
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const addHp = Math.floor(sAp*_cAttrsComp.ap/100);//技能的ap是百分值 需要/100
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model.add_hp(addHp);
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target.health(addHp);
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} else if (kind === SkillKind.Shield && sAp !== 0) {
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const addShield = Math.floor(sAp*_cAttrsComp.ap);
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@@ -210,7 +210,7 @@ export class Skill extends ecs.Entity {
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const sBck = (config.bck ?? 0)+(SUp.bck*skill_lv);
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const sAp =config.ap+(SUp.ap*skill_lv);
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const sHit=config.hit_count+(SUp.hit_count*skill_lv) + cAttrsComp.puncture
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sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap*sAp/100);
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sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap*sAp/100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100,不然会出现ap为90%变0
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + sCrt;
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sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance + sFrz;
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sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + sBck;
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