fix(技能系统): 修复治疗和护盾效果不触发的问题并调整技能配置
修改SACastSystem中add_hp和add_shield方法的参数,使治疗和护盾效果能够正确触发 调整技能6102和6103的配置,包括冷却时间和buff类型
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@@ -197,15 +197,15 @@ export const SkillSet: Record<number, SkillConfig> = {
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},
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},
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6102:{
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6102:{
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uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single,DType:DType.WIND,
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uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single,DType:DType.WIND,
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ap:30,map:0,cd:9,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,map:0,cd:10,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:0.1,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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buffs:[{buff:Attrs.AP,BType:BType.VALUE,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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},
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},
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6103:{
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6103:{
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uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range,DType:DType.WIND,
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uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range,DType:DType.WIND,
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ap:30,map:0,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,map:0,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:0.1,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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},
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},
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};
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};
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@@ -493,7 +493,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetView = targetEntity.get(HeroViewComp);
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const targetView = targetEntity.get(HeroViewComp);
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if (!targetAttrs || !targetView) continue;
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if (!targetAttrs || !targetView) continue;
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targetAttrs.add_hp(healAmount, false);
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targetAttrs.add_hp(healAmount, true);
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targetView.health(healAmount);
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targetView.health(healAmount);
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console.log(`[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`);
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console.log(`[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`);
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}
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}
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@@ -522,7 +522,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetView = targetEntity.get(HeroViewComp);
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const targetView = targetEntity.get(HeroViewComp);
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if (!targetAttrs || !targetView) continue;
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if (!targetAttrs || !targetView) continue;
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targetAttrs.add_shield(shieldAmount, false);
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targetAttrs.add_shield(shieldAmount, true);
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targetView.add_shield(shieldAmount);
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targetView.add_shield(shieldAmount);
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console.log(`[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`);
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console.log(`[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`);
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}
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}
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