refactor(config): 优化英雄和技能配置数据结构
- 删除《吸血鬼幸存者》英雄特性分析文档,清理无用参考资料 - 调整技能配置,统一攻击类型枚举命名以AtkedName代替AtkedType - 新增DType枚举区分物理与魔法攻击类型,丰富技能攻击属性 - 更新基础攻击技能配置,添加攻击类型字段并修正部分技能数据 - 删除heroSet.ts中旧版英雄基础属性和计算逻辑,简化代码结构 - 精简英雄信息定义,修正英雄基础属性和技能配置,改进角色定位说明 - 重新整理怪物角色基础属性和技能,提升数值合理性与一致性
This commit is contained in:
303
assets/script/game/common/config/HeroAttrs.ts
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303
assets/script/game/common/config/HeroAttrs.ts
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@@ -0,0 +1,303 @@
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import { Attrs } from "./SkillSet";
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import { HType } from "./heroSet";
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/**
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* 职业属性增长系数配置
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* 定义不同职业类型下,基础属性对战斗属性的差异化转化比例
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*/
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/**
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* 基础属性增长映射接口
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*/
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export interface BaseAttrGrowthRate {
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[targetAttr: number]: number; // 目标属性 -> 增长系数
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}
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/**
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* 职业属性增长配置接口
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*/
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export interface HeroTypeAttrGrowth {
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[baseAttr: number]: BaseAttrGrowthRate; // 基础属性 -> 目标属性增长配置
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}
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/**
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* 职业属性增长配置表
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* 体现不同职业的成长特色
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*/
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export const HeroTypeGrowthConfig: Record<HType, HeroTypeAttrGrowth> = {
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// ========== 战士 (Warrior) ==========
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// 特点:高生命、高物理攻击、高物理防御
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[HType.warrior]: {
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[Attrs.STRENGTH]: {
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[Attrs.HP_MAX]: 3, // 力量 -> 生命值 (战士系数更高)
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[Attrs.AP]: 1.5, // 力量 -> 攻击力 (战士系数更高)
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[Attrs.DEF]: 0.8, // 力量 -> 物理防御
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},
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[Attrs.INTELLIGENCE]: {
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[Attrs.MP_MAX]: 0.5, // 智力 -> 魔法值 (战士系数较低)
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[Attrs.MAP]: 0.3, // 智力 -> 魔法攻击 (战士不擅长)
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},
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[Attrs.AGILITY]: {
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[Attrs.CRITICAL]: 0.3, // 敏捷 -> 暴击率
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[Attrs.DODGE]: 0.2, // 敏捷 -> 闪避 (战士较低)
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[Attrs.AS]: 0.2, // 敏捷 -> 攻击速度
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},
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[Attrs.SPIRIT]: {
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[Attrs.MP_MAX]: 0.5, // 精神 -> 魔法值
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[Attrs.LIFESTEAL]: 0.4, // 精神 -> 吸血 (战士较高)
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[Attrs.MDEF]: 0.3, // 精神 -> 魔法防御
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},
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[Attrs.LUCK]: {
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[Attrs.CRITICAL]: 0.8, // 幸运 -> 暴击率
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[Attrs.CRITICAL_DMG]: 0.4, // 幸运 -> 暴击伤害
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},
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},
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// ========== 远程 (Remote) ==========
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// 特点:高敏捷、高攻速、高暴击
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[HType.remote]: {
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[Attrs.STRENGTH]: {
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[Attrs.HP_MAX]: 1.5, // 力量 -> 生命值 (远程较低)
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[Attrs.AP]: 1.2, // 力量 -> 攻击力
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[Attrs.DEF]: 0.4, // 力量 -> 物理防御 (远程较低)
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},
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[Attrs.INTELLIGENCE]: {
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[Attrs.MP_MAX]: 0.8, // 智力 -> 魔法值
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[Attrs.MAP]: 0.5, // 智力 -> 魔法攻击
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},
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[Attrs.AGILITY]: {
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[Attrs.CRITICAL]: 0.8, // 敏捷 -> 暴击率 (远程很高)
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[Attrs.DODGE]: 0.6, // 敏捷 -> 闪避 (远程较高)
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[Attrs.AS]: 0.5, // 敏捷 -> 攻击速度 (远程很高)
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[Attrs.SPEED]: 0.3, // 敏捷 -> 移动速度
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},
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[Attrs.SPIRIT]: {
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[Attrs.MP_MAX]: 0.6, // 精神 -> 魔法值
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[Attrs.HIT]: 0.5, // 精神 -> 命中 (远程需要精准)
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[Attrs.MDEF]: 0.3, // 精神 -> 魔法防御
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},
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[Attrs.LUCK]: {
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[Attrs.CRITICAL]: 1.2, // 幸运 -> 暴击率 (远程最高)
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[Attrs.CRITICAL_DMG]: 0.8, // 幸运 -> 暴击伤害 (远程很高)
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[Attrs.HIT]: 0.4, // 幸运 -> 命中
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},
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},
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// ========== 法师 (Mage) ==========
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// 特点:高魔法攻击、高魔法值、高魔法防御
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[HType.mage]: {
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[Attrs.STRENGTH]: {
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[Attrs.HP_MAX]: 1.2, // 力量 -> 生命值 (法师很低)
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[Attrs.AP]: 0.3, // 力量 -> 攻击力 (法师不需要)
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},
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[Attrs.INTELLIGENCE]: {
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[Attrs.MP_MAX]: 2, // 智力 -> 魔法值 (法师最高)
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[Attrs.MAP]: 1.8, // 智力 -> 魔法攻击 (法师最高)
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[Attrs.MDEF]: 0.8, // 智力 -> 魔法防御
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},
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[Attrs.AGILITY]: {
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[Attrs.CRITICAL]: 0.4, // 敏捷 -> 暴击率
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[Attrs.DODGE]: 0.3, // 敏捷 -> 闪避
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[Attrs.AS]: 0.3, // 敏捷 -> 攻击速度
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},
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[Attrs.SPIRIT]: {
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[Attrs.MP_MAX]: 1.5, // 精神 -> 魔法值 (法师较高)
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[Attrs.MDEF]: 0.8, // 精神 -> 魔法防御 (法师较高)
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[Attrs.CON_RES]: 0.3, // 精神 -> 控制抗性
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},
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[Attrs.LUCK]: {
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[Attrs.CRITICAL]: 0.6, // 幸运 -> 暴击率
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[Attrs.CRITICAL_DMG]: 0.5, // 幸运 -> 暴击伤害
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},
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},
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// ========== 辅助 (Support) ==========
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// 特点:高生命、高魔法值、高抗性、高辅助效果
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[HType.support]: {
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[Attrs.STRENGTH]: {
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[Attrs.HP_MAX]: 2.5, // 力量 -> 生命值 (辅助较高)
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[Attrs.AP]: 0.5, // 力量 -> 攻击力 (辅助较低)
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[Attrs.DEF]: 0.6, // 力量 -> 物理防御
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},
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[Attrs.INTELLIGENCE]: {
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[Attrs.MP_MAX]: 1.5, // 智力 -> 魔法值 (辅助需要)
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[Attrs.MAP]: 0.8, // 智力 -> 魔法攻击
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[Attrs.MDEF]: 0.6, // 智力 -> 魔法防御
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},
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[Attrs.AGILITY]: {
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[Attrs.DODGE]: 0.4, // 敏捷 -> 闪避
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[Attrs.AS]: 0.3, // 敏捷 -> 攻击速度
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[Attrs.SPEED]: 0.4, // 敏捷 -> 移动速度
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},
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[Attrs.SPIRIT]: {
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[Attrs.MP_MAX]: 2, // 精神 -> 魔法值 (辅助很高)
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[Attrs.LIFESTEAL]: 0.5, // 精神 -> 吸血
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[Attrs.MDEF]: 0.8, // 精神 -> 魔法防御 (辅助较高)
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[Attrs.CON_RES]: 0.5, // 精神 -> 控制抗性 (辅助较高)
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[Attrs.BUFF_UP]: 0.6, // 精神 -> Buff效果提升 (辅助特色)
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},
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[Attrs.LUCK]: {
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[Attrs.CRITICAL]: 0.5, // 幸运 -> 暴击率
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[Attrs.SHIELD_UP]: 0.8, // 幸运 -> 护盾效果提升 (辅助特色)
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},
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},
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// ========== 刺客 (Assassin) ==========
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// 特点:超高暴击、高敏捷、高爆发、低防御
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[HType.assassin]: {
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[Attrs.STRENGTH]: {
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[Attrs.HP_MAX]: 1.8, // 力量 -> 生命值 (刺客较低)
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[Attrs.AP]: 1.3, // 力量 -> 攻击力
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[Attrs.DEF]: 0.3, // 力量 -> 物理防御 (刺客很低)
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},
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[Attrs.INTELLIGENCE]: {
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[Attrs.MP_MAX]: 0.6, // 智力 -> 魔法值
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[Attrs.MAP]: 0.4, // 智力 -> 魔法攻击
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},
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[Attrs.AGILITY]: {
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[Attrs.CRITICAL]: 1, // 敏捷 -> 暴击率 (刺客超高)
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[Attrs.DODGE]: 0.8, // 敏捷 -> 闪避 (刺客很高)
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[Attrs.AS]: 0.6, // 敏捷 -> 攻击速度 (刺客很高)
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[Attrs.SPEED]: 0.5, // 敏捷 -> 移动速度 (刺客很高)
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},
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[Attrs.SPIRIT]: {
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[Attrs.MP_MAX]: 0.5, // 精神 -> 魔法值
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[Attrs.LIFESTEAL]: 0.6, // 精神 -> 吸血 (刺客较高)
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[Attrs.MDEF]: 0.2, // 精神 -> 魔法防御 (刺客很低)
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},
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[Attrs.LUCK]: {
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[Attrs.CRITICAL]: 1.5, // 幸运 -> 暴击率 (刺客超高)
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[Attrs.CRITICAL_DMG]: 1, // 幸运 -> 暴击伤害 (刺客超高)
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[Attrs.HIT]: 0.3, // 幸运 -> 命中
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},
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},
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};
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/**
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* 根据职业类型和基础属性,计算其他属性的增长值
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* @param heroType 职业类型
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* @param baseAttrType 基础属性类型(STRENGTH, INTELLIGENCE, AGILITY, SPIRIT, LUCK)
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* @param baseAttrValue 基础属性点数
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* @returns 其他属性的增长值映射表
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*
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* @example
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* // 计算战士职业10点力量的属性增长
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* const gains = calculateAttributeGains(HType.warrior, Attrs.STRENGTH, 10);
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* // 返回:{ [Attrs.HP_MAX]: 30, [Attrs.AP]: 15, [Attrs.DEF]: 8 }
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*/
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export function calculateAttributeGains(
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heroType: HType,
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baseAttrType: Attrs,
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baseAttrValue: number
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): Partial<Record<Attrs, number>> {
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const heroGrowthConfig = HeroTypeGrowthConfig[heroType];
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if (!heroGrowthConfig) {
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console.warn(`未找到职业类型 ${heroType} 的增长配置`);
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return {};
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}
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const baseAttrGrowth = heroGrowthConfig[baseAttrType];
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if (!baseAttrGrowth) {
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console.warn(`职业 ${heroType} 不具有基础属性 ${baseAttrType} 的增长配置`);
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return {};
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}
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const result: Partial<Record<Attrs, number>> = {};
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for (const targetAttrStr in baseAttrGrowth) {
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const targetAttr = Number(targetAttrStr) as Attrs;
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const growthRate = baseAttrGrowth[targetAttr];
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result[targetAttr] = baseAttrValue * growthRate;
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}
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return result;
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}
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/**
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* 快捷方法:计算力量属性增长
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* @param heroType 职业类型
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* @param strengthPoints 力量点数
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* @returns 其他属性的增长值
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*/
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export function addStrength(heroType: HType, strengthPoints: number): Partial<Record<Attrs, number>> {
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return calculateAttributeGains(heroType, Attrs.STRENGTH, strengthPoints);
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}
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/**
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* 快捷方法:计算智力属性增长
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* @param heroType 职业类型
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* @param intelligencePoints 智力点数
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* @returns 其他属性的增长值
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*/
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export function addIntelligence(heroType: HType, intelligencePoints: number): Partial<Record<Attrs, number>> {
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return calculateAttributeGains(heroType, Attrs.INTELLIGENCE, intelligencePoints);
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}
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/**
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* 快捷方法:计算敏捷属性增长
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* @param heroType 职业类型
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* @param agilityPoints 敏捷点数
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* @returns 其他属性的增长值
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*/
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export function addAgility(heroType: HType, agilityPoints: number): Partial<Record<Attrs, number>> {
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return calculateAttributeGains(heroType, Attrs.AGILITY, agilityPoints);
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}
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/**
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* 快捷方法:计算精神属性增长
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* @param heroType 职业类型
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* @param spiritPoints 精神点数
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* @returns 其他属性的增长值
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*/
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export function addSpirit(heroType: HType, spiritPoints: number): Partial<Record<Attrs, number>> {
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return calculateAttributeGains(heroType, Attrs.SPIRIT, spiritPoints);
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}
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/**
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* 快捷方法:计算幸运属性增长
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* @param heroType 职业类型
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* @param luckPoints 幸运点数
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* @returns 其他属性的增长值
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*/
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export function addLuck(heroType: HType, luckPoints: number): Partial<Record<Attrs, number>> {
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return calculateAttributeGains(heroType, Attrs.LUCK, luckPoints);
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}
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/**
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* 计算多个基础属性的总增长
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* @param heroType 职业类型
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* @param baseAttrs 基础属性映射表 { 属性ID: 属性值 }
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* @returns 总增长值
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*
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* @example
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* // 计算战士职业的总属性增长
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* const totalGains = calculateTotalAttributeGains(HType.warrior, {
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* [Attrs.STRENGTH]: 10,
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* [Attrs.AGILITY]: 5,
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* [Attrs.SPIRIT]: 3
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* });
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*/
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export function calculateTotalAttributeGains(
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heroType: HType,
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baseAttrs: Partial<Record<Attrs, number>>
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): Partial<Record<Attrs, number>> {
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const totalGains: Partial<Record<Attrs, number>> = {};
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for (const baseAttrStr in baseAttrs) {
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const baseAttr = Number(baseAttrStr) as Attrs;
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const baseAttrValue = baseAttrs[baseAttr];
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if (baseAttrValue === undefined || baseAttrValue <= 0) continue;
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const gains = calculateAttributeGains(heroType, baseAttr, baseAttrValue);
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for (const targetAttrStr in gains) {
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const targetAttr = Number(targetAttrStr) as Attrs;
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const gainValue = gains[targetAttr];
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if (gainValue !== undefined) {
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totalGains[targetAttr] = (totalGains[targetAttr] || 0) + gainValue;
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}
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}
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}
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return totalGains;
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}
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@@ -44,8 +44,8 @@ export enum SType {
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zhaohuan = 10,
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buff = 11,
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}
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export enum AtkedType {
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//受伤动画名称
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export enum AtkedName {
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atked = "atked",
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ice = "atked_ice",
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fire = "atked_fire",
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@@ -262,7 +262,7 @@ export const TransformBuffs = (key: number, isDebuff: boolean): number => {
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- uuid: 技能唯一ID
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- name: 技能名称
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- sp_name: 特效名称
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- AtkedType: 攻击类型
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- AtkedName: 攻击类型
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- path: 图片资源路径
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2. 目标和效果:
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@@ -287,6 +287,11 @@ export const TransformBuffs = (key: number, isDebuff: boolean): number => {
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*/
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export enum DType {
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ATK= 0, // 物理
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MAGE=1, // 魔法
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}
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export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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// Debuff配置接口
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@@ -306,7 +311,7 @@ export interface BuffConf {
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}
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// 技能配置接口 - 按照6001格式排列
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export interface SkillConfig {
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uuid:number,name:string,sp_name:string,AtkedType:AtkedType,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,
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uuid:number,name:string,sp_name:string,AtkedName:AtkedName,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
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ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,
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buffs:BuffConf[],debuffs:DbuffConf[],info:string,hero?:number
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}
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@@ -315,159 +320,14 @@ export interface SkillConfig {
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export const SkillSet: Record<number, SkillConfig> = {
|
||||
// ========== 基础攻击 ========== 6001-6099
|
||||
6001: {
|
||||
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
|
||||
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
|
||||
},
|
||||
6002: {
|
||||
uuid:6002,name:"挥击",sp_name:"atk2",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
|
||||
},
|
||||
6003: {
|
||||
uuid:6003,name:"射击",sp_name:"arrow",AtkedType:AtkedType.atked,path:"3037",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人释放箭矢,造成100%攻击的伤害"
|
||||
},
|
||||
6004: {
|
||||
uuid:6004,name:"冰球",sp_name:"am_ice",AtkedType:AtkedType.atked,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
|
||||
},
|
||||
6005: {
|
||||
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedName:AtkedName.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
|
||||
},
|
||||
6006: {
|
||||
uuid:6006,name:"能量波",sp_name:"am_blue",AtkedType:AtkedType.atked,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
|
||||
},
|
||||
6007: {
|
||||
uuid:6007,name:"圣光波",sp_name:"am_yellow",AtkedType:AtkedType.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
|
||||
},
|
||||
// ========== 大招 ========== 6100-6199
|
||||
6101: {
|
||||
uuid:6101,name:"护盾",sp_name:"shield",AtkedType:AtkedType.atked,path:"3045",TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,
|
||||
ap:0,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"
|
||||
},
|
||||
6102: {
|
||||
uuid:6102,name:"寒冰箭",sp_name:"arrow_blue",AtkedType:AtkedType.atked,path:"3060",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"
|
||||
},
|
||||
6103: {
|
||||
uuid:6103,name:"治疗",sp_name:"heath_small",AtkedType:AtkedType.atked,path:"3056",TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,
|
||||
ap:0,cd:5,t_num:1,hit_num:1,hit:0,hitcd:0,speed:0,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"回复最前排队友10%最大生命值的生命"
|
||||
},
|
||||
|
||||
6104: {
|
||||
uuid:6104,name:"烈焰斩击",sp_name:"max_fireatk",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
|
||||
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
|
||||
},
|
||||
|
||||
6105: {
|
||||
uuid:6105,name:"烈火护盾",sp_name:"max_firedun",AtkedType:AtkedType.atked,path:"3061",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:80,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"
|
||||
},
|
||||
|
||||
6106: {
|
||||
uuid:6106,name:"龙卷风",sp_name:"bwind",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
|
||||
},
|
||||
|
||||
|
||||
|
||||
6107: {
|
||||
uuid:6107,name:"烈焰射击",sp_name:"arrow_yellow",AtkedType:AtkedType.atked,path:"3014",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"
|
||||
},
|
||||
|
||||
6108: {
|
||||
uuid:6108,name:"火墙",sp_name:"max_fwall",AtkedType:AtkedType.atked,path:"3040",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:50,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"
|
||||
},
|
||||
|
||||
6109: {
|
||||
uuid:6109,name:"冰刺",sp_name:"icez",AtkedType:AtkedType.atked,path:"3049",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:300,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"
|
||||
},
|
||||
|
||||
6110: {
|
||||
uuid:6110,name:"潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
|
||||
},
|
||||
|
||||
6111: {
|
||||
uuid:6111,name:"陨石术",sp_name:"max_yunshi",AtkedType:AtkedType.atked,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:500,cd:5,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
|
||||
},
|
||||
|
||||
6112: {
|
||||
uuid:6112,name:"冰墙",sp_name:"icet",AtkedType:AtkedType.atked,path:"3050",TGroup:TGroup.Enemy,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:400,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"
|
||||
},
|
||||
6113: {
|
||||
uuid:6113,name:"剑雨",sp_name:"max_jianyu",AtkedType:AtkedType.atked,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
|
||||
ap:500,cd:5,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
|
||||
},
|
||||
|
||||
//召唤取消
|
||||
// 6031:{uuid:6031,name:"召唤骷髅",sp_name:"zhaohuan",AtkedType:AtkedType.atked,path:"3018",
|
||||
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,fname:"max_blue",flash:true,with:90,
|
||||
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
||||
// ========== 超必杀 ========== 6200-6299
|
||||
6201: {
|
||||
uuid:6201,name:"满天火雨",sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:5,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
|
||||
},
|
||||
|
||||
6202: {
|
||||
uuid:6202,name:"龙卷风爆",sp_name:"bwind",AtkedType:AtkedType.atked,path:"3069",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
|
||||
},
|
||||
6203: {
|
||||
uuid:6203,name:"大潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
|
||||
},
|
||||
// ==========增强型技能,被动技能,========== 6300-6399
|
||||
6301: {
|
||||
uuid:6301,name:"攻击生命强化Ⅰ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"增加20%攻击力和生命值"
|
||||
},
|
||||
6302: {
|
||||
uuid:6302,name:"攻击生命强化Ⅱ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3093",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"增加40%攻击力和生命值"
|
||||
},
|
||||
6303: {
|
||||
uuid:6303,name:"攻击生命强化Ⅲ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"增加60%攻击力和生命值"
|
||||
},
|
||||
6304: {
|
||||
uuid:6304,name:"攻击生命强化Ⅳ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
|
||||
buffs:[],debuffs:[],info:"增加80%攻击力和生命值"
|
||||
},
|
||||
|
||||
};
|
||||
@@ -15,136 +15,7 @@ export enum HType {
|
||||
assassin = 4,
|
||||
}
|
||||
|
||||
// 英雄基础属性配置表
|
||||
// 定义每种英雄类型的力量、智力、敏捷、精神、幸运基础值
|
||||
export const HeroBaseAttributes: Record<HType, { strength: number; intelligence: number; agility: number; spirit: number; luck: number }> = {
|
||||
[HType.warrior]: { strength: 10, intelligence: 3, agility: 5, spirit: 4, luck: 3 },
|
||||
[HType.remote]: { strength: 5, intelligence: 6, agility: 10, spirit: 4, luck: 5 },
|
||||
[HType.mage]: { strength: 3, intelligence: 10, agility: 4, spirit: 8, luck: 5 },
|
||||
[HType.support]: { strength: 4, intelligence: 8, agility: 5, spirit: 10, luck: 3 },
|
||||
[HType.assassin]: { strength: 7, intelligence: 5, agility: 10, spirit: 3, luck: 5 },
|
||||
}
|
||||
|
||||
// 基础属性对战斗属性的影响配置
|
||||
// 定义基础属性如何影响其他战斗属性的系数
|
||||
export const AttributeInfluence: Record<string, { attribute: Attrs; ratio: number }> = {
|
||||
// 力量影响
|
||||
"strength_to_ap": { attribute: Attrs.AP, ratio: 2 }, // 力量影响攻击力 (每点力量增加2点攻击力)
|
||||
"strength_to_hp": { attribute: Attrs.HP_MAX, ratio: 10 }, // 力量影响生命值 (每点力量增加10点生命值)
|
||||
|
||||
// 智力影响
|
||||
"intelligence_to_map": { attribute: Attrs.MAP, ratio: 3 }, // 智力影响魔法攻击力 (每点智力增加3点魔法攻击力)
|
||||
"intelligence_to_mp": { attribute: Attrs.MP_MAX, ratio: 15 }, // 智力影响魔法值 (每点智力增加15点魔法值)
|
||||
"intelligence_to_mdef": { attribute: Attrs.MDEF, ratio: 1 }, // 智力影响魔法防御 (每点智力增加1点魔法防御)
|
||||
|
||||
// 敏捷影响
|
||||
"agility_to_as": { attribute: Attrs.AS, ratio: 0.5 }, // 敏捷影响攻击速度 (每点敏捷增加0.5%攻击速度)
|
||||
"agility_to_dodge": { attribute: Attrs.DODGE, ratio: 0.4 }, // 敏捷影响闪避 (每点敏捷增加0.4%闪避)
|
||||
"agility_to_hit": { attribute: Attrs.HIT, ratio: 0.3 }, // 敏捷影响命中 (每点敏捷增加0.3%命中)
|
||||
|
||||
// 精神影响
|
||||
"spirit_to_mdef": { attribute: Attrs.MDEF, ratio: 2 }, // 精神影响魔法防御 (每点精神增加2点魔法防御)
|
||||
"spirit_to_hp": { attribute: Attrs.HP_MAX, ratio: 5 }, // 精神影响生命值 (每点精神增加5点生命值)
|
||||
"spirit_to_mp": { attribute: Attrs.MP_MAX, ratio: 10 }, // 精神影响魔法值 (每点精神增加10点魔法值)
|
||||
|
||||
// 幸运影响
|
||||
"luck_to_critical": { attribute: Attrs.CRITICAL, ratio: 0.6 }, // 幸运影响暴击率 (每点幸运增加0.6%暴击率)
|
||||
"luck_to_lifesteal": { attribute: Attrs.LIFESTEAL, ratio: 0.2 }, // 幸运影响吸血比率 (每点幸运增加0.2%吸血比率)
|
||||
};
|
||||
|
||||
/**
|
||||
* 根据英雄类型和等级计算基础属性值
|
||||
* @param heroType 英雄类型
|
||||
* @param level 英雄等级
|
||||
* @returns 包含所有基础属性值的对象
|
||||
*/
|
||||
export function calculateBaseAttributes(heroType: HType, level: number): { strength: number; intelligence: number; agility: number; spirit: number; luck: number } {
|
||||
const baseAttrs = HeroBaseAttributes[heroType];
|
||||
// 简单的等级成长公式,每级增加1点基础属性
|
||||
const growth = level - 1;
|
||||
|
||||
return {
|
||||
strength: baseAttrs.strength + growth,
|
||||
intelligence: baseAttrs.intelligence + growth,
|
||||
agility: baseAttrs.agility + growth,
|
||||
spirit: baseAttrs.spirit + growth,
|
||||
luck: baseAttrs.luck + growth
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据基础属性计算对战斗属性的影响
|
||||
* @param baseAttributes 基础属性值
|
||||
* @returns 属性影响映射表
|
||||
*/
|
||||
export function calculateAttributeInfluences(baseAttributes: { strength: number; intelligence: number; agility: number; spirit: number; luck: number }): Record<Attrs, number> {
|
||||
// 初始化所有属性影响值为0
|
||||
const influences: Record<Attrs, number> = {
|
||||
[Attrs.HP_MAX]: 0,
|
||||
[Attrs.MP_MAX]: 0,
|
||||
[Attrs.SHIELD_MAX]: 0,
|
||||
[Attrs.AP]: 0,
|
||||
[Attrs.MAP]: 0,
|
||||
[Attrs.DEF]: 0,
|
||||
[Attrs.MDEF]: 0,
|
||||
[Attrs.CRITICAL]: 0,
|
||||
[Attrs.CRITICAL_DMG]: 0,
|
||||
[Attrs.DODGE]: 0,
|
||||
[Attrs.HIT]: 0,
|
||||
[Attrs.WFUNY]: 0,
|
||||
[Attrs.AS]: 0,
|
||||
[Attrs.REFLICT]: 0,
|
||||
[Attrs.LIFESTEAL]: 0,
|
||||
[Attrs.BACK]: 0,
|
||||
[Attrs.DEBACK]: 0,
|
||||
[Attrs.CON_RES]: 0,
|
||||
[Attrs.ICE_RES]: 0,
|
||||
[Attrs.FIRE_RES]: 0,
|
||||
[Attrs.WIND_RES]: 0,
|
||||
[Attrs.ICE_POWER]: 0,
|
||||
[Attrs.FIRE_POWER]: 0,
|
||||
[Attrs.WIND_POWER]: 0,
|
||||
[Attrs.BUFF_UP]: 0,
|
||||
[Attrs.DBUFF_UP]: 0,
|
||||
[Attrs.DIS]: 0,
|
||||
[Attrs.SPEED]: 0,
|
||||
[Attrs.SHIELD_UP]: 0,
|
||||
[Attrs.BURN]: 0,
|
||||
[Attrs.DEBURN]: 0,
|
||||
[Attrs.PUNCTURE]: 0,
|
||||
[Attrs.PUNCTURE_DMG]: 0,
|
||||
[Attrs.STRENGTH]: 0,
|
||||
[Attrs.INTELLIGENCE]: 0,
|
||||
[Attrs.AGILITY]: 0,
|
||||
[Attrs.SPIRIT]: 0,
|
||||
[Attrs.LUCK]: 0
|
||||
};
|
||||
|
||||
// 计算力量的影响
|
||||
influences[Attrs.AP] += baseAttributes.strength * (AttributeInfluence["strength_to_ap"]?.ratio || 0);
|
||||
influences[Attrs.HP_MAX] += baseAttributes.strength * (AttributeInfluence["strength_to_hp"]?.ratio || 0);
|
||||
|
||||
// 计算智力的影响
|
||||
influences[Attrs.MAP] += baseAttributes.intelligence * (AttributeInfluence["intelligence_to_map"]?.ratio || 0);
|
||||
influences[Attrs.MP_MAX] += baseAttributes.intelligence * (AttributeInfluence["intelligence_to_mp"]?.ratio || 0);
|
||||
influences[Attrs.MDEF] += baseAttributes.intelligence * (AttributeInfluence["intelligence_to_mdef"]?.ratio || 0);
|
||||
|
||||
// 计算敏捷的影响
|
||||
influences[Attrs.AS] += baseAttributes.agility * (AttributeInfluence["agility_to_as"]?.ratio || 0);
|
||||
influences[Attrs.DODGE] += baseAttributes.agility * (AttributeInfluence["agility_to_dodge"]?.ratio || 0);
|
||||
influences[Attrs.HIT] += baseAttributes.agility * (AttributeInfluence["agility_to_hit"]?.ratio || 0);
|
||||
|
||||
// 计算精神的影响
|
||||
influences[Attrs.MDEF] += baseAttributes.spirit * (AttributeInfluence["spirit_to_mdef"]?.ratio || 0);
|
||||
influences[Attrs.HP_MAX] += baseAttributes.spirit * (AttributeInfluence["spirit_to_hp"]?.ratio || 0);
|
||||
influences[Attrs.MP_MAX] += baseAttributes.spirit * (AttributeInfluence["spirit_to_mp"]?.ratio || 0);
|
||||
|
||||
// 计算幸运的影响
|
||||
influences[Attrs.CRITICAL] += baseAttributes.luck * (AttributeInfluence["luck_to_critical"]?.ratio || 0);
|
||||
influences[Attrs.LIFESTEAL] += baseAttributes.luck * (AttributeInfluence["luck_to_lifesteal"]?.ratio || 0);
|
||||
|
||||
return influences;
|
||||
}
|
||||
|
||||
export const HTypeName ={
|
||||
0:"战士",
|
||||
@@ -212,48 +83,58 @@ export interface heroInfo{
|
||||
}
|
||||
|
||||
export const HeroInfo: Record<number, heroInfo> = {
|
||||
//主将
|
||||
// ========== 英雄角色 ==========
|
||||
|
||||
// 刘邦 - 领导型战士(善于用人,知人善任)
|
||||
5001:{uuid:5001,name:"刘邦",path:"hk1", fac:FacSet.HERO, kind:1,
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,speed:150,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.warrior,lv:1,hp:120,mp:80,map:10,def:8,ap:15,dis:100,speed:120,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"汉朝开国皇帝,善于用人,领导型战士"},
|
||||
|
||||
// 荆轲 - 刺客(敏捷型,高速度和暴击率)
|
||||
5002:{uuid:5002,name:"荆轲",path:"hc1", fac:FacSet.HERO, kind:1,
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,speed:150,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.assassin,lv:1,hp:80,mp:60,map:5,def:3,ap:20,dis:120,speed:180,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"战国刺客,高速度高暴击的敏捷型刺客"},
|
||||
|
||||
// 绿箭 - 远程射手(机动型,高移动速度和远程攻击)
|
||||
5005:{uuid:5005,name:"绿箭",path:"ha1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.remote,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.remote,lv:1,hp:90,mp:70,map:8,def:4,ap:18,dis:450,speed:140,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"远程射手,机动型高远程输出"},
|
||||
|
||||
// 牧师 - 辅助治疗(辅助型,擅长治疗和支援)
|
||||
5007:{uuid:5007,name:"牧师",path:"hh1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.support,lv:1,hp:100,mp:120,map:12,def:5,ap:8,dis:350,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"辅助治疗者,擅长治疗和支援队友"},
|
||||
|
||||
// 火女 - 元素法师(元素型,操控火焰元素)
|
||||
5008:{uuid:5008,name:"火女",path:"hm1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.mage,lv:1,hp:85,mp:150,map:25,def:3,ap:6,dis:400,speed:90,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"元素法师,操控火焰元素进行高魔法输出"},
|
||||
|
||||
// 魔法精灵 - 奥术法师(博学型,掌握多种魔法)
|
||||
5009:{uuid:5009,name:"魔法精灵",path:"hm2", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,speed:100,skills:[6006,6006,6301,6302,6303],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.mage,lv:1,hp:80,mp:160,map:28,def:2,ap:5,dis:420,speed:95,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"奥术法师,博学多才掌握多种魔法"},
|
||||
|
||||
// 德鲁伊 - 自然辅助(辅助型,自然魔法和召唤)
|
||||
5010:{uuid:5010,name:"德鲁伊",path:"hz1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,speed:100,skills:[6007,6007,6301,6302,6303],
|
||||
buff:[],debuff:[],info:""},
|
||||
type:HType.support,lv:1,hp:95,mp:130,map:18,def:6,ap:10,dis:380,speed:105,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:"自然德鲁伊,精通自然魔法和生命治愈"},
|
||||
|
||||
|
||||
|
||||
//怪物
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// ========== 怪物 ==========
|
||||
|
||||
// 兽人战士 - 普通近战怪物
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:40,mp:50,map:5,def:6,ap:8,dis:90,speed:100,skills:[6001],
|
||||
buff:[],debuff:[],info:"普通近战怪物,具有基础政击和防御能力"},
|
||||
|
||||
// 兽人刺客 - 敏捷刺客怪物
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.assassin,lv:1,hp:30,mp:40,map:3,def:3,ap:12,dis:120,speed:150,skills:[6001],
|
||||
buff:[],debuff:[],info:"敏捷刺客怪物,高速度低防御"},
|
||||
|
||||
// 兽人护卫 - 重装战士怪物
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:50,mp:50,map:5,def:10,ap:6,dis:90,speed:80,skills:[6001],
|
||||
buff:[],debuff:[],info:"重装护卫怪物,高防御高生命"},
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user