Compare commits
2 Commits
c228542213
...
9a0dbaf41d
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9a0dbaf41d | ||
|
|
011446acc6 |
@@ -213,7 +213,6 @@ export interface HeroEvolve {
|
||||
* fend 辅助 每波结束触发,跨波次累积增益
|
||||
*
|
||||
* 触发节奏:atked 3次/5次,atking 5次/7次,fstart/fend 1次/波
|
||||
* 废弃属性:frz(冰冻)、bck(击退) — 怪物固定不移动,无效
|
||||
*
|
||||
* 设定中的英雄都是1级,最高可以升级到3级(不在列表内提现,升级在游戏内进行)
|
||||
* skills[0]是普通攻击技能
|
||||
@@ -258,7 +257,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
// ========== atking 类 — 刺客(自身强化) ==========
|
||||
5021: {
|
||||
uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, pool_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
|
||||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
|
||||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0, overrides: { bck: 20 } } },
|
||||
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 8 } }],
|
||||
info: "每攻击5次永久提升自身攻击力8点"
|
||||
},
|
||||
|
||||
@@ -982,8 +982,10 @@ export class CardComp extends CCComp {
|
||||
mLogger.log(this.debugMode, "CardComp", `load hero animation failed ${uuid}`, err);
|
||||
return;
|
||||
}
|
||||
// 竞态保护:若加载期间卡面已变更则丢弃
|
||||
if (token !== this.iconVisualToken || !this.cardData || this.card_type !== CardType.Hero || this.card_uuid !== uuid) {
|
||||
// 竞态保护:仅靠 token 判断。
|
||||
// 升级卡的 card_uuid(7001) / card_type(SpecialUpgrade) 与实际渲染的
|
||||
// hero uuid / Hero 类型不一致,不能用这些字段做校验,token 已足够。
|
||||
if (token !== this.iconVisualToken) {
|
||||
return;
|
||||
}
|
||||
this.clearAnimationClips(anim);
|
||||
|
||||
@@ -207,6 +207,7 @@ export class Skill extends ecs.Entity {
|
||||
const sCrt = (config.crt ?? 0) + (SUp.crt * skill_lv);
|
||||
const sFrz = (config.frz ?? 0) + (SUp.frz * skill_lv);
|
||||
const sStun = (config.stun ?? 0) + (SUp.stun * skill_lv);
|
||||
const sBck = (config.bck ?? 0) + (SUp.bck * skill_lv);
|
||||
const sAp = config.ap + (SUp.ap * skill_lv);
|
||||
const sHit = config.hit_count + (SUp.hit_count * skill_lv);
|
||||
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
|
||||
@@ -214,7 +215,7 @@ export class Skill extends ecs.Entity {
|
||||
sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getRuntimeCritDamageBonus();
|
||||
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getRuntimeFreezeChance() + sFrz;
|
||||
sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getRuntimeStunChance() + sStun;
|
||||
sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.knockback_chance || 0;
|
||||
sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.knockback_chance + sBck;
|
||||
sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.knockback_distance || 0;
|
||||
sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getRuntimePunctureChance(); // 初始化携带施法者的穿透概率
|
||||
sDataCom.s_uuid = s_uuid
|
||||
|
||||
Reference in New Issue
Block a user