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"__id__": 89 + "__id__": 91 }, "_lpos": { "__type__": "cc.Vec3", @@ -1383,6 +1386,24 @@ "__type__": "cc.CompPrefabInfo", "fileId": "4cocBoZPBGhph8DyWbZwSS" }, + { + "__type__": "846e0MH5V5Lw6nbs4fImtZx", + "_name": "", + "_objFlags": 0, + "__editorExtras__": {}, + "node": { + "__id__": 1 + }, + "_enabled": true, + "__prefab": { + "__id__": 90 + }, + "_id": "" + }, + { + "__type__": "cc.CompPrefabInfo", + "fileId": "08J9V80+JMALiSGlvM4eOE" + }, { "__type__": "cc.PrefabInfo", "root": { diff --git a/assets/resources/game/heros/k2.prefab b/assets/resources/game/heros/k2.prefab index cc3317c0..b7a4c3e3 100644 --- a/assets/resources/game/heros/k2.prefab +++ b/assets/resources/game/heros/k2.prefab @@ -68,10 +68,13 @@ }, { "__id__": 95 + }, + { + "__id__": 97 } ], "_prefab": { - "__id__": 97 + "__id__": 99 }, "_lpos": { "__type__": "cc.Vec3", @@ -1498,6 +1501,24 @@ "__type__": "cc.CompPrefabInfo", "fileId": "22rQh8lkpINoemMMMjGXPA" }, + { + "__type__": "846e0MH5V5Lw6nbs4fImtZx", + "_name": "", + "_objFlags": 0, + "__editorExtras__": {}, + "node": { + "__id__": 1 + }, + "_enabled": true, + "__prefab": { + "__id__": 98 + }, + "_id": "" + }, + { + "__type__": "cc.CompPrefabInfo", + "fileId": "d7mGZQWT5Ke7Pn6FHiBfvi" + }, { "__type__": "cc.PrefabInfo", "root": { diff --git a/assets/resources/game/heros/k3.prefab b/assets/resources/game/heros/k3.prefab index c0d39ce6..a1303d05 100644 --- a/assets/resources/game/heros/k3.prefab +++ b/assets/resources/game/heros/k3.prefab @@ -68,10 +68,13 @@ }, { "__id__": 95 + }, + { + "__id__": 97 } ], "_prefab": { - 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"__id__": 100 + "__id__": 102 }, "_lpos": { "__type__": "cc.Vec3", @@ -1530,6 +1533,24 @@ "__type__": "cc.CompPrefabInfo", "fileId": "beDt1ByHNB564mmZr4kD3H" }, + { + "__type__": "846e0MH5V5Lw6nbs4fImtZx", + "_name": "", + "_objFlags": 0, + "__editorExtras__": {}, + "node": { + "__id__": 1 + }, + "_enabled": true, + "__prefab": { + "__id__": 101 + }, + "_id": "" + }, + { + "__type__": "cc.CompPrefabInfo", + "fileId": "92KbMRroFOB79gD+ep0wHK" + }, { "__type__": "cc.PrefabInfo", "root": { diff --git a/assets/script/Design.md b/assets/script/Design.md index b646c218..ab12bb7a 100644 --- a/assets/script/Design.md +++ b/assets/script/Design.md @@ -439,4 +439,7 @@ mermaid图片代码merm复制graph TD 远征10波 送一张免广告券,最多1张,仅远征中使用 -普通小怪冲锋或暂停的微小随机行为(不影响总路线时间和击杀策略)。避免视觉单调 \ No newline at end of file +普通小怪冲锋或暂停的微小随机行为(不影响总路线时间和击杀策略)。避免视觉单调 + + +### 装备改成 \ No newline at end of file diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index cec38d8a..7685bcf3 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -4,7 +4,7 @@ import { getHeroList, HeroList } from "./heroSet" import { getSkills, HeroSkillList, SkillSet } from "./SkillSet" -import { equip_list, weapons, armors, accessorys, getEquipUUIDsByTypeAndLevel } from "./Equips" +import { equip_list, weapons, armors, accessorys, getEquipUUIDsByType } from "./Equips" import { getEnhancement } from "./LevelUp" //1:伙伴 2:技能 3:装备的出现概率配置 @@ -116,7 +116,7 @@ export function getRandomCardsByType( break; case cardType.EQUIP: // 根据装备子类型筛选 - cardList=getEquipUUIDsByTypeAndLevel(data,level) //装备时 data是装备子类型 1:武器 2:防具 3:饰品 0或undefined:全部 + cardList=getEquipUUIDsByType(data) //装备时 data是装备子类型 1:武器 2:防具 3:饰品 0或undefined:全部 break; case cardType.SPECIAL: cardList = SuperCardsList; diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index eff764e7..eae69263 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -266,12 +266,11 @@ export const equip_list = [...swordWeapons, ...axeWeapons, ...hammerWeapons, ... /** - * 根据装备类型和等级获取uuid数组 + * 根据装备类型获取所有uuid数组 * @param equipType 装备类型 1:武器 2:防具 3:饰品 (可选,不传则返回所有类型) - * @param level 装备等级 (可选,不传则返回该类型所有等级) * @returns uuid数组 */ -export function getEquipUUIDsByTypeAndLevel(equipType?: EquipType, level?: number): number[] { +export function getEquipUUIDsByType(equipType?: EquipType): number[] { const result: number[] = []; // 遍历所有装备配置 @@ -280,15 +279,8 @@ export function getEquipUUIDsByTypeAndLevel(equipType?: EquipType, level?: numbe // 检查装备类型是否匹配(如果指定了类型) if (equipType === undefined || equipData.type === equipType) { - // 如果指定了等级,则检查等级是否匹配 - if (level !== undefined) { - if (equipData.lv === level) { - result.push(numericUuid); - } - } else { - // 如果没有指定等级,则添加所有该类型的装备 - result.push(numericUuid); - } + // 添加所有该类型的装备 + result.push(numericUuid); } } @@ -296,48 +288,12 @@ export function getEquipUUIDsByTypeAndLevel(equipType?: EquipType, level?: numbe return result.sort((a, b) => a - b); } -/** - * 根据装备类型获取所有等级列表 - * @param equipType 装备类型 1:武器 2:防具 3:饰品 (可选,不传则返回所有类型的等级) - * @returns 等级数组 - */ -export function getEquipLevelsByType(equipType?: EquipType): number[] { - const levels = new Set(); - - // 遍历所有装备配置 - for (const equipData of Object.values(EquipInfo)) { - if (equipType === undefined || equipData.type === equipType) { - levels.add(equipData.lv); - } - } - - // 转换为数组并排序 - return Array.from(levels).sort((a, b) => a - b); -} - -/** - * 根据等级获取所有装备类型的uuid数组 - * @param level 装备等级 - * @returns 按类型分组的uuid数组 - */ -export function getEquipUUIDsByLevel(level: number): { - weapons: number[]; - armors: number[]; - accessories: number[]; -} { - return { - weapons: getEquipUUIDsByTypeAndLevel(EquipType.WEAPON, level), - armors: getEquipUUIDsByTypeAndLevel(EquipType.ARMOR, level), - accessories: getEquipUUIDsByTypeAndLevel(EquipType.ACCESSORY, level), - }; -} - /** * 获取所有装备的uuid数组 * @returns 所有装备的uuid数组 */ export function getAllEquipUUIDs(): number[] { - return getEquipUUIDsByTypeAndLevel(); + return getEquipUUIDsByType(); } @@ -361,7 +317,6 @@ export interface EquipData { name: string; // 装备名称 type: EquipType; // 装备类型 quality: Quality; // 装备品质 - lv: number; // 装备等级 path: string; // 文件名 info: string; // 装备描述 special_attr: EquipSpecialAttrData[]; // 特殊属性数组 @@ -370,238 +325,13 @@ export interface EquipData { } export const EquipInfo: { [key: number]: EquipData } = { - // 等级1 剑类武器 + + // 剑类武器 2101: { uuid: 2101, - name: "穿刺短剑(Lv1)", + name: "穿刺短剑", type: EquipType.WEAPON, quality: Quality.GREEN, - lv: 1, - path: EPath["穿刺短剑"], - info: "攻击力增加50%,穿透1个目标", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 - ], - }, - 2102: { - uuid: 2102, - name: "寒锋长剑(Lv1)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 1, - path: EPath["寒锋长剑"], - info: "攻击力增加70%,穿透2个目标,10%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 70, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 10, target: EquipAttrTarget.HERO }, // 10%穿刺伤害 - ], - }, - 2103: { - uuid: 2103, - name: "龙鳞穿刺者(Lv1)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 1, - path: EPath["龙鳞穿刺者"], - info: "攻击力增加95%,穿透3个目标,20%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 95, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 20, target: EquipAttrTarget.HERO }, // 20%穿刺伤害 - ], - }, - - // 等级2 剑类武器 - 2201: { - uuid: 2201, - name: "穿刺短剑(Lv2)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 2, - path: EPath["穿刺短剑"], - info: "攻击力增加80%,穿透1个目标", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 - ], - }, - 2202: { - uuid: 2202, - name: "寒锋长剑(Lv2)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 2, - path: EPath["寒锋长剑"], - info: "攻击力增加110%,穿透2个目标,15%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 15, target: EquipAttrTarget.HERO }, // 15%穿刺伤害 - ], - }, - 2203: { - uuid: 2203, - name: "龙鳞穿刺者(Lv2)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 2, - path: EPath["龙鳞穿刺者"], - info: "攻击力增加140%,穿透3个目标,25%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 25, target: EquipAttrTarget.HERO }, // 25%穿刺伤害 - ], - }, - - // 等级3 剑类武器 - 2301: { - uuid: 2301, - name: "穿刺短剑(Lv3)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 3, - path: EPath["穿刺短剑"], - info: "攻击力增加110%,穿透1个目标", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 - ], - }, - 2302: { - uuid: 2302, - name: "寒锋长剑(Lv3)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 3, - path: EPath["寒锋长剑"], - info: "攻击力增加150%,穿透2个目标,20%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 20, target: EquipAttrTarget.HERO }, // 20%穿刺伤害 - ], - }, - 2303: { - uuid: 2303, - name: "龙鳞穿刺者(Lv3)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 3, - path: EPath["龙鳞穿刺者"], - info: "攻击力增加185%,穿透3个目标,30%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 185, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 30, target: EquipAttrTarget.HERO }, // 30%穿刺伤害 - ], - }, - - // 等级4 剑类武器 - 2401: { - uuid: 2401, - name: "穿刺短剑(Lv4)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 4, - path: EPath["穿刺短剑"], - info: "攻击力增加140%,穿透1个目标", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 - ], - }, - 2402: { - uuid: 2402, - name: "寒锋长剑(Lv4)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 4, - path: EPath["寒锋长剑"], - info: "攻击力增加190%,穿透2个目标,25%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 25, target: EquipAttrTarget.HERO }, // 25%穿刺伤害 - ], - }, - 2403: { - uuid: 2403, - name: "龙鳞穿刺者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["龙鳞穿刺者"], - info: "攻击力增加240%,穿透3个目标,35%穿刺伤害", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 - { type: BuffAttr.PUNCTURE_DMG, value: 35, target: EquipAttrTarget.HERO }, // 35%穿刺伤害 - ], - }, - 2404: { - uuid: 2404, - name: "冰霜穿刺者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["冰霜穿刺者"], - info: "攻击力增加240%,穿透3个目标,冰冻概率20%", - special_attr: [], - build: [build_list.PUNCTURE], - buff: [ - { type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 20, target: EquipAttrTarget.HERO }, // CD修正-20% - { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 - { type: BuffAttr.FROST_RATIO, value: 20, target: EquipAttrTarget.HERO }, // 冰冻概率20% - ], - }, - - // 等级5 剑类武器 - 2501: { - uuid: 2501, - name: "穿刺短剑(Lv5)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 5, path: EPath["穿刺短剑"], info: "攻击力增加170%,穿透1个目标", special_attr: [], @@ -612,12 +342,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 ], }, - 2502: { - uuid: 2502, - name: "寒锋长剑(Lv5)", + 2102: { + uuid: 2102, + name: "寒锋长剑", type: EquipType.WEAPON, quality: Quality.BLUE, - lv: 5, path: EPath["寒锋长剑"], info: "攻击力增加230%,穿透2个目标,30%穿刺伤害", special_attr: [], @@ -629,12 +358,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.PUNCTURE_DMG, value: 30, target: EquipAttrTarget.HERO }, // 30%穿刺伤害 ], }, - 2503: { - uuid: 2503, - name: "龙鳞穿刺者(Lv5)", + 2103: { + uuid: 2103, + name: "龙鳞穿刺者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["龙鳞穿刺者"], info: "攻击力增加290%,穿透3个目标,40%穿刺伤害", special_attr: [], @@ -646,12 +374,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.PUNCTURE_DMG, value: 40, target: EquipAttrTarget.HERO }, // 40%穿刺伤害 ], }, - 2504: { - uuid: 2504, - name: "冰霜穿刺者(Lv5)", + 2104: { + uuid: 2104, + name: "冰霜穿刺者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["冰霜穿刺者"], info: "攻击力增加290%,穿透3个目标,冰冻概率25%", special_attr: [], @@ -665,232 +392,13 @@ export const EquipInfo: { [key: number]: EquipData } = { }, // === 斧类武器配置 === - - // 等级1 斧类武器 + + // 斧类武器 3101: { uuid: 3101, - name: "风暴战斧(Lv1)", + name: "风暴战斧", type: EquipType.WEAPON, quality: Quality.GREEN, - lv: 1, - path: EPath["风暴战斧"], - info: "攻击力增加100%,风怒概率20%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 100, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 20, target: EquipAttrTarget.HERO }, // 风怒概率20% - ], - }, - 3102: { - uuid: 3102, - name: "寒锋巨斧(Lv1)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 1, - path: EPath["寒锋巨斧"], - info: "攻击力增加130%,风怒概率30%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 130, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 30, target: EquipAttrTarget.HERO }, // 风怒概率30% - ], - }, - 3103: { - uuid: 3103, - name: "龙鳞撕裂者(Lv1)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 1, - path: EPath["龙鳞撕裂者"], - info: "攻击力增加160%,风怒概率40%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 160, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 40, target: EquipAttrTarget.HERO }, // 风怒概率40% - ], - }, - - // 等级2 斧类武器 - 3201: { - uuid: 3201, - name: "风暴战斧(Lv2)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 2, - path: EPath["风暴战斧"], - info: "攻击力增加130%,风怒概率25%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 130, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 25, target: EquipAttrTarget.HERO }, // 风怒概率25% - ], - }, - 3202: { - uuid: 3202, - name: "寒锋巨斧(Lv2)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 2, - path: EPath["寒锋巨斧"], - info: "攻击力增加170%,风怒概率35%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 170, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 35, target: EquipAttrTarget.HERO }, // 风怒概率35% - ], - }, - 3203: { - uuid: 3203, - name: "龙鳞撕裂者(Lv2)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 2, - path: EPath["龙鳞撕裂者"], - info: "攻击力增加200%,风怒概率45%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 200, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 45, target: EquipAttrTarget.HERO }, // 风怒概率45% - ], - }, - - // 等级3 斧类武器 - 3301: { - uuid: 3301, - name: "风暴战斧(Lv3)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 3, - path: EPath["风暴战斧"], - info: "攻击力增加160%,风怒概率30%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 160, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 30, target: EquipAttrTarget.HERO }, // 风怒概率30% - ], - }, - 3302: { - uuid: 3302, - name: "寒锋巨斧(Lv3)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 3, - path: EPath["寒锋巨斧"], - info: "攻击力增加210%,风怒概率40%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 210, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 40, target: EquipAttrTarget.HERO }, // 风怒概率40% - ], - }, - 3303: { - uuid: 3303, - name: "龙鳞撕裂者(Lv3)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 3, - path: EPath["龙鳞撕裂者"], - info: "攻击力增加240%,风怒概率50%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 50, target: EquipAttrTarget.HERO }, // 风怒概率50% - ], - }, - - // 等级4 斧类武器 - 3401: { - uuid: 3401, - name: "风暴战斧(Lv4)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 4, - path: EPath["风暴战斧"], - info: "攻击力增加190%,风怒概率35%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 35, target: EquipAttrTarget.HERO }, // 风怒概率35% - ], - }, - 3402: { - uuid: 3402, - name: "寒锋巨斧(Lv4)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 4, - path: EPath["寒锋巨斧"], - info: "攻击力增加250%,风怒概率45%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 250, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 45, target: EquipAttrTarget.HERO }, // 风怒概率45% - ], - }, - 3403: { - uuid: 3403, - name: "龙鳞撕裂者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["龙鳞撕裂者"], - info: "攻击力增加280%,风怒概率75%,击退概率24%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 280, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 75, target: EquipAttrTarget.HERO }, // 风怒概率75% - { type: BuffAttr.KNOCKBACK, value: 24, target: EquipAttrTarget.HERO }, // 击退概率34% - ], - }, - 3404: { - uuid: 3404, - name: "泰坦撕裂者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["泰坦撕裂者"], - info: "攻击力增加200%,风怒概率75%,击晕概率10%", - special_attr: [], - build: [build_list.WFUNY], - buff: [ - { type: BuffAttr.ATK, value: 200, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0% - { type: BuffAttr.WFUNY, value: 75, target: EquipAttrTarget.HERO }, // 风怒概率75% - { type: BuffAttr.STUN_RATTO, value: 10, target: EquipAttrTarget.HERO }, // 击晕概率10% - ], - }, - - // 等级5 斧类武器 - 3501: { - uuid: 3501, - name: "风暴战斧(Lv5)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 5, path: EPath["风暴战斧"], info: "攻击力增加220%,风怒概率40%", special_attr: [], @@ -901,12 +409,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.WFUNY, value: 40, target: EquipAttrTarget.HERO }, // 风怒概率40% ], }, - 3502: { - uuid: 3502, - name: "寒锋巨斧(Lv5)", + 3102: { + uuid: 3102, + name: "寒锋巨斧", type: EquipType.WEAPON, quality: Quality.BLUE, - lv: 5, path: EPath["寒锋巨斧"], info: "攻击力增加280%,风怒概率50%", special_attr: [], @@ -917,12 +424,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.WFUNY, value: 50, target: EquipAttrTarget.HERO }, // 风怒概率50% ], }, - 3503: { - uuid: 3503, - name: "龙鳞撕裂者(Lv5)", + 3105: { + uuid: 3105, + name: "龙鳞撕裂者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["龙鳞撕裂者"], info: "攻击力增加340%,风怒概率60%,击退概率27%", special_attr: [], @@ -934,12 +440,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.KNOCKBACK, value: 27, target: EquipAttrTarget.HERO }, // 击退概率37% ], }, - 3504: { - uuid: 3504, - name: "泰坦撕裂者(Lv5)", + 3106: { + uuid: 3106, + name: "泰坦撕裂者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["泰坦撕裂者"], info: "攻击力增加300%,风怒概率60%,击晕概率12.5%", special_attr: [], @@ -954,242 +459,13 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 锤类武器配置 === - // 等级1 锤类武器 - 1101: { - uuid: 1101, - name: "碎骨战锤(Lv1)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 1, - path: EPath["碎骨战锤"], - info: "攻击力增加120%,暴击率10%,暴击伤害+25%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 120, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 10, target: EquipAttrTarget.HERO }, // 暴击率10% - { type: BuffAttr.CRITICAL_DMG, value: 25, target: EquipAttrTarget.HERO }, // 暴击伤害+25% - ], - }, - 1102: { - uuid: 1102, - name: "雷霆重锤(Lv1)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 1, - path: EPath["雷霆重锤"], - info: "攻击力增加150%,暴击率15%,暴击伤害+35%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 15, target: EquipAttrTarget.HERO }, // 暴击率15% - { type: BuffAttr.CRITICAL_DMG, value: 35, target: EquipAttrTarget.HERO }, // 暴击伤害+35% - ], - }, - 1103: { - uuid: 1103, - name: "龙鳞粉碎者(Lv1)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 1, - path: EPath["龙鳞粉碎者"], - info: "攻击力增加180%,暴击率20%,暴击伤害+50%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 180, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 20, target: EquipAttrTarget.HERO }, // 暴击率20% - { type: BuffAttr.CRITICAL_DMG, value: 50, target: EquipAttrTarget.HERO }, // 暴击伤害+50% - ], - }, - // 等级2 锤类武器 - 1201: { - uuid: 1201, - name: "碎骨战锤(Lv2)", + // 锤类武器 + 5101: { + uuid: 5101, + name: "碎骨战锤", type: EquipType.WEAPON, quality: Quality.GREEN, - lv: 2, - path: EPath["碎骨战锤"], - info: "攻击力增加150%,暴击率10%,暴击伤害+30%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 10, target: EquipAttrTarget.HERO }, // 暴击率10% - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, // 暴击伤害+30% - ], - }, - 1202: { - uuid: 1202, - name: "雷霆重锤(Lv2)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 2, - path: EPath["雷霆重锤"], - info: "攻击力增加190%,暴击率20%,暴击伤害+40%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 20, target: EquipAttrTarget.HERO }, // 暴击率20% - { type: BuffAttr.CRITICAL_DMG, value: 40, target: EquipAttrTarget.HERO }, // 暴击伤害+40% - ], - }, - 1203: { - uuid: 1203, - name: "龙鳞粉碎者(Lv2)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 2, - path: EPath["龙鳞粉碎者"], - info: "攻击力增加220%,暴击率25%,暴击伤害+55%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 220, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 25, target: EquipAttrTarget.HERO }, // 暴击率25% - { type: BuffAttr.CRITICAL_DMG, value: 55, target: EquipAttrTarget.HERO }, // 暴击伤害+55% - ], - }, - - // 等级3 锤类武器 - 1301: { - uuid: 1301, - name: "碎骨战锤(Lv3)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 3, - path: EPath["碎骨战锤"], - info: "攻击力增加180%,暴击率15%,暴击伤害+30%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 180, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 15, target: EquipAttrTarget.HERO }, // 暴击率15% - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, // 暴击伤害+30% - ], - }, - 1302: { - uuid: 1302, - name: "雷霆重锤(Lv3)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 3, - path: EPath["雷霆重锤"], - info: "攻击力增加230%,暴击率20%,暴击伤害+40%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 230, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 20, target: EquipAttrTarget.HERO }, // 暴击率20% - { type: BuffAttr.CRITICAL_DMG, value: 40, target: EquipAttrTarget.HERO }, // 暴击伤害+40% - ], - }, - 1303: { - uuid: 1303, - name: "龙鳞粉碎者(Lv3)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 3, - path: EPath["龙鳞粉碎者"], - info: "攻击力增加260%,暴击率25%,暴击伤害+60%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 260, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 25, target: EquipAttrTarget.HERO }, // 暴击率25% - { type: BuffAttr.CRITICAL_DMG, value: 60, target: EquipAttrTarget.HERO }, // 暴击伤害+60% - ], - }, - - // 等级4 锤类武器 - 1401: { - uuid: 1401, - name: "碎骨战锤(Lv4)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 4, - path: EPath["碎骨战锤"], - info: "攻击力增加210%,暴击率15%,暴击伤害+35%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 210, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 15, target: EquipAttrTarget.HERO }, // 暴击率15% - { type: BuffAttr.CRITICAL_DMG, value: 35, target: EquipAttrTarget.HERO }, // 暴击伤害+35% - ], - }, - 1402: { - uuid: 1402, - name: "雷霆重锤(Lv4)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 4, - path: EPath["雷霆重锤"], - info: "攻击力增加270%,暴击率25%,暴击伤害+45%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 270, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 25, target: EquipAttrTarget.HERO }, // 暴击率25% - { type: BuffAttr.CRITICAL_DMG, value: 45, target: EquipAttrTarget.HERO }, // 暴击伤害+45% - ], - }, - 1403: { - uuid: 1403, - name: "龙鳞粉碎者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["龙鳞粉碎者"], - info: "攻击力增加300%,暴击率30%,暴击伤害+65%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 30, target: EquipAttrTarget.HERO }, // 暴击率30% - { type: BuffAttr.CRITICAL_DMG, value: 65, target: EquipAttrTarget.HERO }, // 暴击伤害+65% - ], - }, - 1404: { - uuid: 1404, - name: "泰坦粉碎者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["泰坦粉碎者"], - info: "攻击力增加300%,暴击率30%,击晕概率25%", - special_attr: [], - build: [build_list.CRIT], - buff: [ - { type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: -6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7% - { type: BuffAttr.CRITICAL, value: 30, target: EquipAttrTarget.HERO }, // 暴击率30% - { type: BuffAttr.STUN_RATTO, value: 25, target: EquipAttrTarget.HERO }, // 击晕概率25% - ], - }, - - // 等级5 锤类武器 - 1501: { - uuid: 1501, - name: "碎骨战锤(Lv5)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 5, path: EPath["碎骨战锤"], info: "攻击力增加240%,暴击率20%,暴击伤害+35%", special_attr: [], @@ -1201,12 +477,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.CRITICAL_DMG, value: 35, target: EquipAttrTarget.HERO }, // 暴击伤害+35% ], }, - 1502: { - uuid: 1502, - name: "雷霆重锤(Lv5)", + 5102: { + uuid: 5102, + name: "雷霆重锤", type: EquipType.WEAPON, quality: Quality.BLUE, - lv: 5, path: EPath["雷霆重锤"], info: "攻击力增加310%,暴击率25%,暴击伤害+45%", special_attr: [], @@ -1218,12 +493,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.CRITICAL_DMG, value: 45, target: EquipAttrTarget.HERO }, // 暴击伤害+45% ], }, - 1503: { - uuid: 1503, - name: "龙鳞粉碎者(Lv5)", + 5103: { + uuid: 5103, + name: "龙鳞粉碎者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["龙鳞粉碎者"], info: "攻击力增加360%,暴击率30%,暴击伤害+70%,击晕概率+15%", special_attr: [], @@ -1236,12 +510,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.STUN_RATTO, value: 15, target: EquipAttrTarget.HERO }, // 击晕概率+15% ], }, - 1504: { - uuid: 1504, - name: "泰坦粉碎者(Lv5)", + 5104: { + uuid: 5104, + name: "泰坦粉碎者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["泰坦粉碎者"], info: "攻击力增加360%,暴击率30%,击晕概率30%", special_attr: [], @@ -1256,231 +529,13 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 刀类武器配置 === - // 等级1 刀类武器 + + // 刀类武器 6101: { uuid: 6101, - name: "影刃(Lv1)", + name: "影刃", type: EquipType.WEAPON, quality: Quality.GREEN, - lv: 1, - path: EPath["影刃"], - info: "攻击力增加60%,攻击施加易伤(15%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 60, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 15, target: EquipAttrTarget.HERO }, // 攻击施加易伤(15%) - ], - }, - 6102: { - uuid: 6102, - name: "寒月双刃(Lv1)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 1, - path: EPath["寒月双刃"], - info: "攻击力增加85%,攻击施加易伤(20%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 85, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 20, target: EquipAttrTarget.HERO }, // 攻击施加易伤(20%) - ], - }, - 6103: { - uuid: 6103, - name: "龙鳞切割者(Lv1)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 1, - path: EPath["龙鳞切割者"], - info: "攻击力增加115%,攻击施加易伤(25%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 115, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 25, target: EquipAttrTarget.HERO }, // 攻击施加易伤(25%) - ], - }, - - // 等级2 刀类武器 - 6201: { - uuid: 6201, - name: "影刃(Lv2)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 2, - path: EPath["影刃"], - info: "攻击力增加90%,攻击施加易伤(15%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 90, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 15, target: EquipAttrTarget.HERO }, // 攻击施加易伤(15%) - ], - }, - 6202: { - uuid: 6202, - name: "寒月双刃(Lv2)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 2, - path: EPath["寒月双刃"], - info: "攻击力增加125%,攻击施加易伤(25%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 125, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 25, target: EquipAttrTarget.HERO }, // 攻击施加易伤(25%) - ], - }, - 6203: { - uuid: 6203, - name: "龙鳞切割者(Lv2)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 2, - path: EPath["龙鳞切割者"], - info: "攻击力增加160%,攻击施加易伤(30%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 160, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 30, target: EquipAttrTarget.HERO }, // 攻击施加易伤(30%) - ], - }, - - // 等级3 刀类武器 - 6301: { - uuid: 6301, - name: "影刃(Lv3)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 3, - path: EPath["影刃"], - info: "攻击力增加120%,攻击施加易伤(20%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 120, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 20, target: EquipAttrTarget.HERO }, // 攻击施加易伤(20%) - ], - }, - 6302: { - uuid: 6302, - name: "寒月双刃(Lv3)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 3, - path: EPath["寒月双刃"], - info: "攻击力增加165%,攻击施加易伤(25%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 165, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 25, target: EquipAttrTarget.HERO }, // 攻击施加易伤(25%) - ], - }, - 6303: { - uuid: 6303, - name: "龙鳞切割者(Lv3)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 3, - path: EPath["龙鳞切割者"], - info: "攻击力增加205%,攻击施加易伤(35%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 205, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 35, target: EquipAttrTarget.HERO }, // 攻击施加易伤(35%) - ], - }, - - // 等级4 刀类武器 - 6401: { - uuid: 6401, - name: "影刃(Lv4)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 4, - path: EPath["影刃"], - info: "攻击力增加150%,攻击施加易伤(20%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 20, target: EquipAttrTarget.HERO }, // 攻击施加易伤(20%) - ], - }, - 6402: { - uuid: 6402, - name: "寒月双刃(Lv4)", - type: EquipType.WEAPON, - quality: Quality.BLUE, - lv: 4, - path: EPath["寒月双刃"], - info: "攻击力增加205%,攻击施加易伤(30%)", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 205, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 30, target: EquipAttrTarget.HERO }, // 攻击施加易伤(30%) - ], - }, - 6403: { - uuid: 6403, - name: "龙鳞切割者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["龙鳞切割者"], - info: "攻击力增加250%,攻击施加易伤(35%),易伤持续次数+1", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 250, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 35, target: EquipAttrTarget.HERO }, // 攻击施加易伤(35%) - { type: BuffAttr.BURN_COUNT, value: 1, target: EquipAttrTarget.HERO }, // 易伤持续次数+1 - ], - }, - 6404: { - uuid: 6404, - name: "冰霜切割者(Lv4)", - type: EquipType.WEAPON, - quality: Quality.PURPLE, - lv: 4, - path: EPath["冰霜切割者"], - info: "攻击力增加250%,攻击施加易伤(35%),冰冻概率20%", - special_attr: [], - build: [build_list.BURN], - buff: [ - { type: BuffAttr.ATK, value: 250, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK_CD, value: 26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7% - { type: BuffAttr.BURN_VALUE, value: 35, target: EquipAttrTarget.HERO }, // 攻击施加易伤(35%) - { type: BuffAttr.FROST_RATIO, value: 20, target: EquipAttrTarget.HERO }, // 冰冻概率20% - ], - }, - - // 等级5 刀类武器 - 6501: { - uuid: 6501, - name: "影刃(Lv5)", - type: EquipType.WEAPON, - quality: Quality.GREEN, - lv: 5, path: EPath["影刃"], info: "攻击力增加180%,攻击施加易伤(25%)", special_attr: [], @@ -1491,12 +546,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.BURN_VALUE, value: 25, target: EquipAttrTarget.HERO }, // 攻击施加易伤(25%) ], }, - 6502: { - uuid: 6502, - name: "寒月双刃(Lv5)", + 6102: { + uuid: 6102, + name: "寒月双刃", type: EquipType.WEAPON, quality: Quality.BLUE, - lv: 5, path: EPath["寒月双刃"], info: "攻击力增加245%,攻击施加易伤(35%)", special_attr: [], @@ -1507,12 +561,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.BURN_VALUE, value: 35, target: EquipAttrTarget.HERO }, // 攻击施加易伤(35%) ], }, - 6503: { - uuid: 6503, - name: "龙鳞切割者(Lv5)", + 6103: { + uuid: 6103, + name: "龙鳞切割者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["龙鳞切割者"], info: "攻击力增加300%,攻击施加易伤(45%),易伤持续次数+1", special_attr: [], @@ -1524,12 +577,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.BURN_COUNT, value: 1, target: EquipAttrTarget.HERO }, // 易伤持续次数+1 ], }, - 6504: { - uuid: 6504, - name: "冰霜切割者(Lv5)", + 6104: { + uuid: 6104, + name: "冰霜切割者", type: EquipType.WEAPON, quality: Quality.PURPLE, - lv: 5, path: EPath["冰霜切割者"], info: "攻击力增加300%,攻击施加易伤(45%),冰冻概率25%", special_attr: [], @@ -1546,197 +598,13 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 闪避型盾牌 === - // 等级1 闪避型盾牌 + + // 闪避型盾牌 4101: { uuid: 4101, - name: "风影圆盾(Lv1)", + name: "风影圆盾", type: EquipType.ARMOR, quality: Quality.GREEN, - lv: 1, - path: EPath["风影圆盾"], - info: "生命值+20%,闪避25%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 20, target: EquipAttrTarget.HERO }, // HP+20% - { type: BuffAttr.DODGE, value: 25, target: EquipAttrTarget.HERO }, // 闪避25% - ], - }, - 4102: { - uuid: 4102, - name: "流光护盾(Lv1)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 1, - path: EPath["流光护盾"], - info: "生命值+25%,闪避30%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 25, target: EquipAttrTarget.HERO }, // HP+25% - { type: BuffAttr.DODGE, value: 30, target: EquipAttrTarget.HERO }, // 闪避30% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4103: { - uuid: 4103, - name: "量子闪避者(Lv1)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 1, - path: EPath["量子闪避者"], - info: "生命值+30%,闪避30%,免伤5%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 30, target: EquipAttrTarget.HERO }, // HP+30% - { type: BuffAttr.DODGE, value: 30, target: EquipAttrTarget.HERO }, // 闪避30% - { type: BuffAttr.DEF, value: 5, target: EquipAttrTarget.HERO }, // 免伤5% - ], - }, - - // 等级2 闪避型盾牌 - 4201: { - uuid: 4201, - name: "风影圆盾(Lv2)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 2, - path: EPath["风影圆盾"], - info: "生命值+25%,闪避30%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 25, target: EquipAttrTarget.HERO }, // HP+25% - { type: BuffAttr.DODGE, value: 30, target: EquipAttrTarget.HERO }, // 闪避30% - ], - }, - 4202: { - uuid: 4202, - name: "流光护盾(Lv2)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 2, - path: EPath["流光护盾"], - info: "生命值+30%,闪避35%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 30, target: EquipAttrTarget.HERO }, // HP+30% - { type: BuffAttr.DODGE, value: 35, target: EquipAttrTarget.HERO }, // 闪避35% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4203: { - uuid: 4203, - name: "量子闪避者(Lv2)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 2, - path: EPath["量子闪避者"], - info: "生命值+35%,闪避35%,免伤5%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 35, target: EquipAttrTarget.HERO }, // HP+35% - { type: BuffAttr.DODGE, value: 35, target: EquipAttrTarget.HERO }, // 闪避35% - { type: BuffAttr.DEF, value: 5, target: EquipAttrTarget.HERO }, // 免伤5% - ], - }, - - // 等级3 闪避型盾牌 - 4301: { - uuid: 4301, - name: "风影圆盾(Lv3)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 3, - path: EPath["风影圆盾"], - info: "生命值+30%,闪避35%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 30, target: EquipAttrTarget.HERO }, // HP+30% - { type: BuffAttr.DODGE, value: 35, target: EquipAttrTarget.HERO }, // 闪避35% - ], - }, - 4302: { - uuid: 4302, - name: "流光护盾(Lv3)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 3, - path: EPath["流光护盾"], - info: "生命值+35%,闪避35%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 35, target: EquipAttrTarget.HERO }, // HP+35% - { type: BuffAttr.DODGE, value: 35, target: EquipAttrTarget.HERO }, // 闪避35% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4303: { - uuid: 4303, - name: "量子闪避者(Lv3)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 3, - path: EPath["量子闪避者"], - info: "生命值+40%,闪避40%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, // HP+40% - { type: BuffAttr.DODGE, value: 40, target: EquipAttrTarget.HERO }, // 闪避40% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - - // 等级4 闪避型盾牌 - 4401: { - uuid: 4401, - name: "风影圆盾(Lv4)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 4, - path: EPath["风影圆盾"], - info: "生命值+35%,闪避35%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 35, target: EquipAttrTarget.HERO }, // HP+35% - { type: BuffAttr.DODGE, value: 35, target: EquipAttrTarget.HERO }, // 闪避35% - ], - }, - 4402: { - uuid: 4402, - name: "流光护盾(Lv4)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 4, - path: EPath["流光护盾"], - info: "生命值+40%,闪避40%,Debuff减免15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, // HP+40% - { type: BuffAttr.DODGE, value: 40, target: EquipAttrTarget.HERO }, // 闪避40% - { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% - ], - }, - 4403: { - uuid: 4403, - name: "量子闪避者(Lv4)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 4, - path: EPath["量子闪避者"], - info: "生命值+45%,闪避40%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 45, target: EquipAttrTarget.HERO }, // HP+45% - { type: BuffAttr.DODGE, value: 40, target: EquipAttrTarget.HERO }, // 闪避40% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - - // 等级5 闪避型盾牌 - 4501: { - uuid: 4501, - name: "风影圆盾(Lv5)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 5, path: EPath["风影圆盾"], info: "生命值+40%,闪避40%", special_attr: [], @@ -1745,12 +613,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.DODGE, value: 40, target: EquipAttrTarget.HERO }, // 闪避40% ], }, - 4502: { - uuid: 4502, - name: "流光护盾(Lv5)", + 4102: { + uuid: 4102, + name: "流光护盾", type: EquipType.ARMOR, quality: Quality.BLUE, - lv: 5, path: EPath["流光护盾"], info: "生命值+45%,闪避40%,Debuff减免15%", special_attr: [], @@ -1760,12 +627,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% ], }, - 4503: { - uuid: 4503, - name: "量子闪避者(Lv5)", + 4103: { + uuid: 4103, + name: "量子闪避者", type: EquipType.ARMOR, quality: Quality.PURPLE, - lv: 5, path: EPath["量子闪避者"], info: "生命值+50%,闪避45%,免伤15%", special_attr: [], @@ -1778,197 +644,13 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 反伤型盾牌 === - // 等级1 反伤型盾牌 + + // 反伤型盾牌 4111: { uuid: 4111, - name: "荆棘木盾(Lv1)", + name: "荆棘木盾", type: EquipType.ARMOR, quality: Quality.GREEN, - lv: 1, - path: EPath["荆棘木盾"], - info: "生命值+60%,反伤15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 60, target: EquipAttrTarget.HERO }, // HP+60% - { type: BuffAttr.REFLECT, value: 15, target: EquipAttrTarget.HERO }, // 反伤15% - ], - }, - 4112: { - uuid: 4112, - name: "钢铁尖刺(Lv1)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 1, - path: EPath["钢铁尖刺"], - info: "生命值+70%,反伤20%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 70, target: EquipAttrTarget.HERO }, // HP+70% - { type: BuffAttr.REFLECT, value: 20, target: EquipAttrTarget.HERO }, // 反伤20% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4113: { - uuid: 4113, - name: "龙鳞反伤者(Lv1)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 1, - path: EPath["龙鳞反伤者"], - info: "生命值+75%,反伤25%,免伤5%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 75, target: EquipAttrTarget.HERO }, // HP+75% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - { type: BuffAttr.DEF, value: 5, target: EquipAttrTarget.HERO }, // 免伤5% - ], - }, - - // 等级2 反伤型盾牌 - 4211: { - uuid: 4211, - name: "荆棘木盾(Lv2)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 2, - path: EPath["荆棘木盾"], - info: "生命值+70%,反伤20%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 70, target: EquipAttrTarget.HERO }, // HP+70% - { type: BuffAttr.REFLECT, value: 20, target: EquipAttrTarget.HERO }, // 反伤20% - ], - }, - 4212: { - uuid: 4212, - name: "钢铁尖刺(Lv2)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 2, - path: EPath["钢铁尖刺"], - info: "生命值+75%,反伤25%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 75, target: EquipAttrTarget.HERO }, // HP+75% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4213: { - uuid: 4213, - name: "龙鳞反伤者(Lv2)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 2, - path: EPath["龙鳞反伤者"], - info: "生命值+80%,反伤25%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 80, target: EquipAttrTarget.HERO }, // HP+80% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - - // 等级3 反伤型盾牌 - 4311: { - uuid: 4311, - name: "荆棘木盾(Lv3)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 3, - path: EPath["荆棘木盾"], - info: "生命值+75%,反伤25%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 75, target: EquipAttrTarget.HERO }, // HP+75% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - ], - }, - 4312: { - uuid: 4312, - name: "钢铁尖刺(Lv3)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 3, - path: EPath["钢铁尖刺"], - info: "生命值+80%,反伤25%,Debuff减免15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 80, target: EquipAttrTarget.HERO }, // HP+80% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% - ], - }, - 4313: { - uuid: 4313, - name: "龙鳞反伤者(Lv3)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 3, - path: EPath["龙鳞反伤者"], - info: "生命值+85%,反伤30%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 85, target: EquipAttrTarget.HERO }, // HP+85% - { type: BuffAttr.REFLECT, value: 30, target: EquipAttrTarget.HERO }, // 反伤30% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - - // 等级4 反伤型盾牌 - 4411: { - uuid: 4411, - name: "荆棘木盾(Lv4)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 4, - path: EPath["荆棘木盾"], - info: "生命值+80%,反伤25%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 80, target: EquipAttrTarget.HERO }, // HP+80% - { type: BuffAttr.REFLECT, value: 25, target: EquipAttrTarget.HERO }, // 反伤25% - ], - }, - 4412: { - uuid: 4412, - name: "钢铁尖刺(Lv4)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 4, - path: EPath["钢铁尖刺"], - info: "生命值+85%,反伤30%,Debuff减免15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 85, target: EquipAttrTarget.HERO }, // HP+85% - { type: BuffAttr.REFLECT, value: 30, target: EquipAttrTarget.HERO }, // 反伤30% - { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% - ], - }, - 4413: { - uuid: 4413, - name: "龙鳞反伤者(Lv4)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 4, - path: EPath["龙鳞反伤者"], - info: "生命值+90%,反伤30%,免伤15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 90, target: EquipAttrTarget.HERO }, // HP+90% - { type: BuffAttr.REFLECT, value: 30, target: EquipAttrTarget.HERO }, // 反伤30% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - ], - }, - - // 等级5 反伤型盾牌 - 4511: { - uuid: 4511, - name: "荆棘木盾(Lv5)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 5, path: EPath["荆棘木盾"], info: "生命值+85%,反伤30%", special_attr: [], @@ -1977,12 +659,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.REFLECT, value: 30, target: EquipAttrTarget.HERO }, // 反伤30% ], }, - 4512: { - uuid: 4512, - name: "钢铁尖刺(Lv5)", + 4112: { + uuid: 4112, + name: "钢铁尖刺", type: EquipType.ARMOR, quality: Quality.BLUE, - lv: 5, path: EPath["钢铁尖刺"], info: "生命值+90%,反伤30%,Debuff减免15%", special_attr: [], @@ -1992,12 +673,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% ], }, - 4513: { - uuid: 4513, - name: "龙鳞反伤者(Lv5)", + 4113: { + uuid: 4113, + name: "龙鳞反伤者", type: EquipType.ARMOR, quality: Quality.PURPLE, - lv: 5, path: EPath["龙鳞反伤者"], info: "生命值+110%,反伤35%,免伤15%", special_attr: [], @@ -2010,197 +690,14 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 均衡型盾牌 === - // 等级1 均衡型盾牌 + + + // 均衡型盾牌 4121: { uuid: 4121, - name: "守护圆盾(Lv1)", + name: "守护圆盾", type: EquipType.ARMOR, quality: Quality.GREEN, - lv: 1, - path: EPath["守护圆盾"], - info: "生命值+40%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, // HP+40% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - 4122: { - uuid: 4122, - name: "圣光壁垒(Lv1)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 1, - path: EPath["圣光壁垒"], - info: "生命值+50%,免伤10%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 50, target: EquipAttrTarget.HERO }, // HP+50% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4123: { - uuid: 4123, - name: "永恒守护者(Lv1)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 1, - path: EPath["永恒守护者"], - info: "生命值+55%,免伤15%,闪避5%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 55, target: EquipAttrTarget.HERO }, // HP+55% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - { type: BuffAttr.DODGE, value: 5, target: EquipAttrTarget.HERO }, // 闪避5% - ], - }, - - // 等级2 均衡型盾牌 - 4221: { - uuid: 4221, - name: "守护圆盾(Lv2)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 2, - path: EPath["守护圆盾"], - info: "生命值+50%,免伤10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 50, target: EquipAttrTarget.HERO }, // HP+50% - { type: BuffAttr.DEF, value: 10, target: EquipAttrTarget.HERO }, // 免伤10% - ], - }, - 4222: { - uuid: 4222, - name: "圣光壁垒(Lv2)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 2, - path: EPath["圣光壁垒"], - info: "生命值+55%,免伤15%,Debuff减免10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 55, target: EquipAttrTarget.HERO }, // HP+55% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - { type: BuffAttr.DEBUFF_DOWN, value: 10, target: EquipAttrTarget.HERO }, // Debuff减免10% - ], - }, - 4223: { - uuid: 4223, - name: "永恒守护者(Lv2)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 2, - path: EPath["永恒守护者"], - info: "生命值+60%,免伤15%,闪避10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 60, target: EquipAttrTarget.HERO }, // HP+60% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, // 闪避10% - ], - }, - - // 等级3 均衡型盾牌 - 4321: { - uuid: 4321, - name: "守护圆盾(Lv3)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 3, - path: EPath["守护圆盾"], - info: "生命值+55%,免伤15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 55, target: EquipAttrTarget.HERO }, // HP+55% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - ], - }, - 4322: { - uuid: 4322, - name: "圣光壁垒(Lv3)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 3, - path: EPath["圣光壁垒"], - info: "生命值+60%,免伤15%,Debuff减免15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 60, target: EquipAttrTarget.HERO }, // HP+60% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% - ], - }, - 4323: { - uuid: 4323, - name: "永恒守护者(Lv3)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 3, - path: EPath["永恒守护者"], - info: "生命值+65%,免伤20%,闪避10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 65, target: EquipAttrTarget.HERO }, // HP+65% - { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, // 免伤20% - { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, // 闪避10% - ], - }, - - // 等级4 均衡型盾牌 - 4421: { - uuid: 4421, - name: "守护圆盾(Lv4)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 4, - path: EPath["守护圆盾"], - info: "生命值+60%,免伤15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 60, target: EquipAttrTarget.HERO }, // HP+60% - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, // 免伤15% - ], - }, - 4422: { - uuid: 4422, - name: "圣光壁垒(Lv4)", - type: EquipType.ARMOR, - quality: Quality.BLUE, - lv: 4, - path: EPath["圣光壁垒"], - info: "生命值+65%,免伤20%,Debuff减免15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 65, target: EquipAttrTarget.HERO }, // HP+65% - { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, // 免伤20% - { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% - ], - }, - 4423: { - uuid: 4423, - name: "永恒守护者(Lv4)", - type: EquipType.ARMOR, - quality: Quality.PURPLE, - lv: 4, - path: EPath["永恒守护者"], - info: "生命值+70%,免伤20%,闪避15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 70, target: EquipAttrTarget.HERO }, // HP+70% - { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, // 免伤20% - { type: BuffAttr.DODGE, value: 15, target: EquipAttrTarget.HERO }, // 闪避15% - ], - }, - - // 等级5 均衡型盾牌 - 4521: { - uuid: 4521, - name: "守护圆盾(Lv5)", - type: EquipType.ARMOR, - quality: Quality.GREEN, - lv: 5, path: EPath["守护圆盾"], info: "生命值+65%,免伤20%", special_attr: [], @@ -2209,12 +706,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, // 免伤20% ], }, - 4522: { - uuid: 4522, - name: "圣光壁垒(Lv5)", + 4122: { + uuid: 4122, + name: "圣光壁垒", type: EquipType.ARMOR, quality: Quality.BLUE, - lv: 5, path: EPath["圣光壁垒"], info: "生命值+70%,免伤20%,Debuff减免15%", special_attr: [], @@ -2224,12 +720,11 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.DEBUFF_DOWN, value: 15, target: EquipAttrTarget.HERO }, // Debuff减免15% ], }, - 4523: { - uuid: 4523, - name: "永恒守护者(Lv5)", + 4123: { + uuid: 4123, + name: "永恒守护者", type: EquipType.ARMOR, quality: Quality.PURPLE, - lv: 5, path: EPath["永恒守护者"], info: "生命值+75%,免伤25%,闪避15%", special_attr: [], @@ -2244,26 +739,11 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 绿色品质饰品 === - // 磐石戒指 7401: { uuid: 7401, - name: "磐石戒指(Lv4)", + name: "磐石戒指", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["磐石戒指"], - info: "生命值+55%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 55, target: EquipAttrTarget.HERO }, - ], - }, - 7501: { - uuid: 7501, - name: "磐石戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["磐石戒指"], info: "生命值+60%", special_attr: [], @@ -2272,26 +752,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 刚玉戒指 7402: { uuid: 7402, - name: "刚玉戒指(Lv4)", + name: "刚玉戒指", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["刚玉戒指"], - info: "免伤+20%", - special_attr: [], - buff: [ - { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, - ], - }, - 7502: { - uuid: 7502, - name: "刚玉戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["刚玉戒指"], info: "免伤+25%", special_attr: [], @@ -2300,26 +765,12 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 烈阳戒指 + 7403: { uuid: 7403, - name: "烈阳戒指(Lv4)", + name: "烈阳戒指", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["烈阳戒指"], - info: "攻击+50%", - special_attr: [], - buff: [ - { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, - ], - }, - 7503: { - uuid: 7503, - name: "烈阳戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["烈阳戒指"], info: "攻击+55%", special_attr: [], @@ -2328,26 +779,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 雷暴耳饰 7404: { uuid: 7404, - name: "雷暴耳饰(Lv4)", + name: "雷暴耳饰", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["雷暴耳饰"], - info: "暴伤+35%", - special_attr: [], - buff: [ - { type: BuffAttr.CRITICAL_DMG, value: 35, target: EquipAttrTarget.HERO }, - ], - }, - 7504: { - uuid: 7504, - name: "雷暴耳饰(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["雷暴耳饰"], info: "暴伤+40%", special_attr: [], @@ -2356,26 +792,12 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 迷雾耳饰 + 7405: { uuid: 7405, - name: "迷雾耳饰(Lv4)", + name: "迷雾耳饰", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["迷雾耳饰"], - info: "闪避+10%", - special_attr: [], - buff: [ - { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, - ], - }, - 7505: { - uuid: 7505, - name: "迷雾耳饰(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["迷雾耳饰"], info: "闪避+15%", special_attr: [], @@ -2384,26 +806,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 荆棘耳饰 7406: { uuid: 7406, - name: "荆棘耳饰(Lv4)", + name: "荆棘耳饰", type: EquipType.ACCESSORY, quality: Quality.GREEN, - lv: 4, - path: EPath["荆棘耳饰"], - info: "反伤+15%", - special_attr: [], - buff: [ - { type: BuffAttr.REFLECT, value: 15, target: EquipAttrTarget.HERO }, - ], - }, - 7506: { - uuid: 7506, - name: "荆棘耳饰(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.GREEN, - lv: 5, path: EPath["荆棘耳饰"], info: "反伤+20%", special_attr: [], @@ -2413,28 +820,12 @@ export const EquipInfo: { [key: number]: EquipData } = { }, // === 蓝色品质饰品 === - - // 星辉耳饰 + 7421: { uuid: 7421, - name: "星辉耳饰(Lv4)", + name: "星辉耳饰", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["星辉耳饰"], - info: "生命值+35%,免伤+15%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 35, target: EquipAttrTarget.HERO }, - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, - ], - }, - 7521: { - uuid: 7521, - name: "星辉耳饰(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["星辉耳饰"], info: "生命值+40%,免伤+20%", special_attr: [], @@ -2444,27 +835,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 霜晶耳饰 7422: { uuid: 7422, - name: "霜晶耳饰(Lv4)", + name: "霜晶耳饰", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["霜晶耳饰"], - info: "攻击+35%,暴伤+25%", - special_attr: [], - buff: [ - { type: BuffAttr.ATK, value: 35, target: EquipAttrTarget.HERO }, - { type: BuffAttr.CRITICAL_DMG, value: 25, target: EquipAttrTarget.HERO }, - ], - }, - 7522: { - uuid: 7522, - name: "霜晶耳饰(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["霜晶耳饰"], info: "攻击+40%,暴伤+30%", special_attr: [], @@ -2474,27 +849,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 流光吊坠 7423: { uuid: 7423, - name: "流光吊坠(Lv4)", + name: "流光吊坠", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["流光吊坠"], - info: "生命值+30%,闪避+10%", - special_attr: [], - buff: [ - { type: BuffAttr.HP, value: 30, target: EquipAttrTarget.HERO }, - { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, - ], - }, - 7523: { - uuid: 7523, - name: "流光吊坠(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["流光吊坠"], info: "生命值+35%,闪避+15%", special_attr: [], @@ -2504,27 +863,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 地脉指环 7424: { uuid: 7424, - name: "地脉指环(Lv4)", + name: "地脉指环", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["地脉指环"], - info: "免伤+15%,反伤+10%", - special_attr: [], - buff: [ - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, - { type: BuffAttr.REFLECT, value: 10, target: EquipAttrTarget.HERO }, - ], - }, - 7524: { - uuid: 7524, - name: "地脉指环(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["地脉指环"], info: "免伤+20%,反伤+15%", special_attr: [], @@ -2534,27 +877,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 炎阳戒指 7425: { uuid: 7425, - name: "炎阳戒指(Lv4)", + name: "炎阳戒指", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["炎阳戒指"], - info: "攻击+40%,闪避+5%", - special_attr: [], - buff: [ - { type: BuffAttr.ATK, value: 40, target: EquipAttrTarget.HERO }, - { type: BuffAttr.DODGE, value: 5, target: EquipAttrTarget.HERO }, - ], - }, - 7525: { - uuid: 7525, - name: "炎阳戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["炎阳戒指"], info: "攻击+45%,闪避+10%", special_attr: [], @@ -2564,27 +891,12 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 潮汐戒指 + 7426: { uuid: 7426, - name: "潮汐戒指(Lv4)", + name: "潮汐戒指", type: EquipType.ACCESSORY, quality: Quality.BLUE, - lv: 4, - path: EPath["潮汐戒指"], - info: "暴伤+30%,反伤+10%", - special_attr: [], - buff: [ - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, - { type: BuffAttr.REFLECT, value: 10, target: EquipAttrTarget.HERO }, - ], - }, - 7526: { - uuid: 7526, - name: "潮汐戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.BLUE, - lv: 5, path: EPath["潮汐戒指"], info: "暴伤+35%,反伤+15%", special_attr: [], @@ -2596,29 +908,12 @@ export const EquipInfo: { [key: number]: EquipData } = { // === 紫色品质饰品 === - // 天穹戒指 + 7441: { uuid: 7441, - name: "天穹戒指(Lv4)", + name: "天穹戒指", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["天穹戒指"], - info: "生命值+40%,免伤+15%,攻击触发属性增加额外加值+1", - special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 1}, - ], - buff: [ - { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, - ], - }, - 7541: { - uuid: 7541, - name: "天穹戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["天穹戒指"], info: "生命值+45%,免伤+20%,攻击触发属性增加额外加值+2", special_attr: [ @@ -2630,28 +925,12 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 神木戒指 + 7442: { uuid: 7442, - name: "神木戒指(Lv4)", + name: "神木戒指", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["神木戒指"], - info: "攻击+45%,暴伤+30%,暴击+5%", - special_attr: [], - buff: [ - { type: BuffAttr.ATK, value: 45, target: EquipAttrTarget.HERO }, - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, - { type: BuffAttr.CRITICAL, value: 5, target: EquipAttrTarget.HERO }, - ], - }, - 7542: { - uuid: 7542, - name: "神木戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["神木戒指"], info: "攻击+50%,暴伤+35%,暴击+10%", special_attr: [], @@ -2662,29 +941,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 日曜戒指 7443: { uuid: 7443, - name: "日曜戒指(Lv4)", + name: "日曜戒指", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["日曜戒指"], - info: "生命值+35%,攻击+40%,攻击触发增加主将攻击力+1", - special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 1}, - ], - buff: [ - { type: BuffAttr.HP, value: 35, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK, value: 40, target: EquipAttrTarget.HERO }, - ], - }, - 7543: { - uuid: 7543, - name: "日曜戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["日曜戒指"], info: "生命值+40%,攻击+45%,攻击触发增加主将攻击力+2", special_attr: [ @@ -2696,29 +957,12 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 月影项链 + 7444: { uuid: 7444, - name: "月影项链(Lv4)", + name: "月影项链", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["月影项链"], - info: "免伤+15%,暴伤+30%,攻击触发增加主将生命值5", - special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 5}, - ], - buff: [ - { type: BuffAttr.DEF, value: 15, target: EquipAttrTarget.HERO }, - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, - ], - }, - 7544: { - uuid: 7544, - name: "月影项链(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["月影项链"], info: "免伤+20%,暴伤+35%,攻击触发增加主将生命值10", special_attr: [ @@ -2730,28 +974,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 星尘项链 7445: { uuid: 7445, - name: "星尘项链(Lv4)", + name: "星尘项链", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["星尘项链"], - info: "闪避+10%,攻击+45%,技能冷却减少10%", - special_attr: [], - buff: [ - { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, - { type: BuffAttr.ATK, value: 45, target: EquipAttrTarget.HERO }, - { type: BuffAttr.SKILL_CD, value: 10, target: EquipAttrTarget.HERO }, - ], - }, - 7545: { - uuid: 7545, - name: "星尘项链(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["星尘项链"], info: "闪避+15%,攻击+50%,技能冷却减少20%", special_attr: [], @@ -2762,28 +989,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 深渊戒指 7446: { uuid: 7446, - name: "深渊戒指(Lv4)", + name: "深渊戒指", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["深渊戒指"], - info: "反伤+10%,生命值+45%,穿刺+1", - special_attr: [], - buff: [ - { type: BuffAttr.REFLECT, value: 10, target: EquipAttrTarget.HERO }, - { type: BuffAttr.HP, value: 45, target: EquipAttrTarget.HERO }, - { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, - ], - }, - 7546: { - uuid: 7546, - name: "深渊戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["深渊戒指"], info: "反伤+15%,生命值+50%,穿刺+2", special_attr: [], @@ -2794,29 +1004,11 @@ export const EquipInfo: { [key: number]: EquipData } = { ], }, - // 永夜戒指 7447: { uuid: 7447, - name: "永夜戒指(Lv4)", + name: "永夜戒指", type: EquipType.ACCESSORY, quality: Quality.PURPLE, - lv: 4, - path: EPath["永夜戒指"], - info: "免伤+20%,暴伤+30%,双倍受击触发+1", - special_attr: [ - {special_attr: EquipSpecialAttr.DOUBLE_ATKED, special_attr_value: 1}, - ], - buff: [ - { type: BuffAttr.DEF, value: 20, target: EquipAttrTarget.HERO }, - { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, - ], - }, - 7547: { - uuid: 7547, - name: "永夜戒指(Lv5)", - type: EquipType.ACCESSORY, - quality: Quality.PURPLE, - lv: 5, path: EPath["永夜戒指"], info: "免伤+25%,暴伤+35%,双倍受击触发+2", special_attr: [ diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index 03e8f3a4..8f807969 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -54,8 +54,7 @@ export enum GameEvent { UpdateHP = "UpdateHP", APChange = "APChange", EXPUP = "EXPUP", - EQUIP_STONE_UP = "EQUIP_STONE_UP", - SKILL_STONE_UP = "SKILL_STONE_UP", + ShopOpen = "ShopOpen", RestOpen = "RestOpen", HeroLvUp = "HeroLvUp", diff --git a/assets/script/game/common/config/Mission.ts b/assets/script/game/common/config/Mission.ts index 50178549..4dfed4d8 100644 --- a/assets/script/game/common/config/Mission.ts +++ b/assets/script/game/common/config/Mission.ts @@ -60,6 +60,10 @@ export enum FightSet { ORANGE_GOLD=4,//橙色金币 BURN_COUNT=5,//默认易伤次数 STUN_TIME=0.5,//默认晕时间 + WEAPON_LV=2,//武器等级 + SHIELD_LV=3,//护盾等级 + ARMOR_LV=4,//防具等级 + ACCESSORY_LV=5,//饰品等级 // ATK_TO_ATK_RATIO=0.1, // ATK_TO_HP_RATIO=0.2, // ATK_TO_SHIELD_RATIO=2, diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 0b09a7a6..6f665900 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -91,10 +91,11 @@ export enum DebuffAttr { //buff类型 export enum BuffAttr { - ATK = 1, // 攻击力 + AP = 0, //攻击力 数值 + ATK = 1, // 攻击力百分比 WFUNY = 2, // 风怒 ATK_CD = 3, // 攻击速度 - HP = 4, // 生命值 + HP = 4, // 生命值比例 DEF = 5, // 免伤 SKILL_DMG = 6, // 技能效果 SKILL_CD = 7, // 技能冷却缩减 @@ -119,6 +120,7 @@ export enum BuffAttr { STUN_TIME = 25, //击晕额外时间 STUN_RATTO = 26, //击晕概率 FROST_TIME = 27, //冰冻时间 + HP_MAX = 28, //最大生命值数值 } export const geDebuffNum=()=>{ @@ -140,10 +142,11 @@ export const geDebuffNum=()=>{ export const getBuffNum=()=>{ return { + AP:0, //攻击力 数值 ATK:0, // 攻击力 WFUNY:0, // 风怒概率 ATK_CD:0, // 攻击速度 - HP:0, // 生命值 + HP:0, // 生命值 比例 DEF:0, // 免伤 SKILL_DMG:0, // 技能效果 SKILL_CD:0, // 技能冷却缩减 @@ -168,6 +171,7 @@ export const getBuffNum=()=>{ STUN_TIME:0, STUN_RATTO:0, FROST_TIME:0, + HP_MAX:0,//最大生命值数值 } } diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 974c3f82..fe4efebb 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -54,28 +54,22 @@ export const HQuality = { } export const MonSet = { 0:{pos:v3(390,0,0)}, - 1:{pos:v3(420,0,0)}, - 2:{pos:v3(450,0,0)}, - 3:{pos:v3(480,0,0)}, - 4:{pos:v3(510,0,0)}, - 5:{pos:v3(540,0,0)}, - 6:{pos:v3(570,0,0)}, - 7:{pos:v3(600,0,0)}, - 8:{pos:v3(630,0,0)}, - 9:{pos:v3(660,0,0)}, - 10:{pos:v3(690,0,0)}, - 11:{pos:v3(720,0,0)}, - 12:{pos:v3(750,0,0)}, - 13:{pos:v3(780,0,0)}, - 14:{pos:v3(810,0,0)}, - 15:{pos:v3(840,0,0)}, - 16:{pos:v3(870,0,0)}, - 17:{pos:v3(900,0,0)}, - 18:{pos:v3(930,0,0)}, - 19:{pos:v3(960,0,0)}, - 20:{pos:v3(990,0,0)}, - 21:{pos:v3(1020,0,0)}, - 22:{pos:v3(1050,0,0)}, + 1:{pos:v3(430,0,0)}, + 2:{pos:v3(470,0,0)}, + 3:{pos:v3(510,0,0)}, + 4:{pos:v3(550,0,0)}, + 5:{pos:v3(590,0,0)}, + 6:{pos:v3(630,0,0)}, + 7:{pos:v3(670,0,0)}, + 8:{pos:v3(710,0,0)}, + 9:{pos:v3(750,0,0)}, + 10:{pos:v3(790,0,0)}, + 11:{pos:v3(830,0,0)}, + 12:{pos:v3(870,0,0)}, + 13:{pos:v3(910,0,0)}, + 14:{pos:v3(950,0,0)}, + 15:{pos:v3(990,0,0)}, + 16:{pos:v3(1030,0,0)}, } // 经验值计算函数 - 复杂递增规律 diff --git a/assets/script/game/hero/BuffComp.ts b/assets/script/game/hero/BuffComp.ts index 677cc595..e3f0eb2b 100644 --- a/assets/script/game/hero/BuffComp.ts +++ b/assets/script/game/hero/BuffComp.ts @@ -4,12 +4,8 @@ import { ecs } from 'db://oops-framework/libs/ecs/ECS'; import { Tooltip } from '../skills/Tooltip'; import { timedCom } from '../skills/timedCom'; import { smc } from '../common/SingletonModuleComp'; -import { BuffGet } from '../skills/BuffGet'; import { HeroViewComp } from './HeroViewComp'; -import { FightConComp } from '../map/FightConComp'; -import { BuffAttr, DebuffAttr } from '../common/config/SkillSet'; import { GameEvent } from '../common/config/GameEvent'; -import { FacSet } from '../common/config/BoxSet'; const { ccclass, property } = _decorator; @ccclass('BuffComp') @@ -36,7 +32,6 @@ export class BuffComp extends Component { wind_cd:number=0; speek_time:number=0; HeroView:HeroViewComp=null! - FIGHTCON:FightConComp=null! hp_bar:any=null protected onLoad(): void { oops.message.on(GameEvent.UpdateVMData,this.to_update_vmdata,this) @@ -47,7 +42,6 @@ export class BuffComp extends Component { info_init(){ this.HeroView=this.node.getComponent(HeroViewComp) - this.FIGHTCON=this.node.parent.getComponent(FightConComp) this.top_node = this.node.getChildByName("top"); let hp_y=this.node.getComponent(UITransform).height+20 this.top_node.setPosition(0,hp_y,0) @@ -91,26 +85,20 @@ export class BuffComp extends Component { vmdata_update(is_hp:boolean=false){ // console.log("[BuffComp]:to_update_vmdata:"+this.HeroView.hero_name) - let buff=null let info= null if(!this.HeroView) return if(!this.HeroView.is_master) return - if(this.HeroView.fac==FacSet.HERO) {info=smc.vmdata.hero;buff=this.FIGHTCON.hero_buff} - if(this.HeroView.is_boss) {info=smc.vmdata.boss;buff=this.FIGHTCON.enemy_buff} - //if(this.HeroView.is_kalami) {target_key="enemy";buff_key="enemy"} 不显示小怪 + info=smc.vmdata.hero if(info==null) return let view_atk = 0 //临时buff let view_deatk = 0 //临时debuff if(is_hp){ info.hp=this.HeroView.hp - info.hp_buff=buff.HP - info.hp_max=this.HeroView.hp_max*(100+buff.HP)/100 - // info.exp=this.HeroView.exp - // info.next_exp=this.HeroView.next_exp + info.hp_max=this.HeroView.hp_max }else{ info.hp=this.HeroView.hp - info.hp_buff=buff.HP - info.hp_max=this.HeroView.hp_max*(100+buff.HP)/100 + info.hp_max=this.HeroView.hp_max + for(let i=0;i{ switch(buff.buff_type){ case BuffAttr.CRITICAL: diff --git a/assets/script/game/hero/HeroConComp.ts b/assets/script/game/hero/HeroConComp.ts new file mode 100644 index 00000000..e1eaab96 --- /dev/null +++ b/assets/script/game/hero/HeroConComp.ts @@ -0,0 +1,83 @@ +import { _decorator } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; +import { oops } from "db://oops-framework/core/Oops"; +import { GameEvent } from "../common/config/GameEvent"; +import { EquipAttrTarget, EquipInfo } from "../common/config/Equips"; +import { HeroViewComp } from "./HeroViewComp"; +import { BuffAttr } from "../common/config/SkillSet"; + +const { ccclass, property } = _decorator; + +/** 视图层对象 */ +@ccclass('HeroConCompComp') +@ecs.register('HeroConComp', false) +export class HeroConCompComp extends CCComp { + /** 视图层逻辑代码分离演示 */ + heroView:HeroViewComp=null + protected onLoad(): void { + oops.message.on(GameEvent.EquipAdd,this.equip_add,this) + oops.message.on(GameEvent.EquipChange,this.equip_change,this) + oops.message.on(GameEvent.FightReady,this.fight_ready,this) + oops.message.on(GameEvent.UseSpecialCard,this.use_special_card,this) + } + start() { + this.heroView=this.node.getComponent(HeroViewComp) + // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 + // this.on(ModuleEvent.Cmd, this.onHandler, this); + } + equip_add(e:GameEvent,data:any){ + console.log("[HeroConCompComp]:equip_add",data) + let equip=EquipInfo[data.uuid] + let buffs=equip.buff + let special_attr=equip.special_attr + console.log("[HeroConCompComp]:equip_add",buffs) + for(let i=0;i = [] //防御提升 BUFF_ATKS: Array<{value: number, count: number}> = [] //攻击提升 @@ -103,6 +107,11 @@ export class HeroViewComp extends CCComp { DEBUFF_FROST: number = 0; //冰冻 DEBUFF_STUN: number = 0; //眩晕 + DEBUFF_VALUE:number=0; //debuff 增益值 + DEBUFF_COUNT:number=0; //debuff 持续次数 + DEBUFF_UP:number=0; //debuff 概率提升 + + private damageQueue: Array<{ damage: number, isCrit: boolean, @@ -115,10 +124,8 @@ export class HeroViewComp extends CCComp { onLoad() { this.as = this.getComponent(HeroSpine); - this.FIGHTCON=this.node.parent.getComponent(FightConComp); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this) - this.on(GameEvent.UpdateHP,this.update_hp,this) this.on(GameEvent.EXPUP,this.exp_up,this) this.on(GameEvent.UseEnhancement,this.use_enhancement,this) const collider = this.node.getComponent(BoxCollider2D); @@ -216,13 +223,16 @@ export class HeroViewComp extends CCComp { // this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0)); } add_ap(ap: number,is_num:boolean=true){ - //console.log("[HeroViewComp]:add_ap add:",ap,this.ap) + console.log("[HeroViewComp]:add_ap add:",ap,this.ap) if(is_num){ - this.ap += Math.floor(ap); + this.ap_base += Math.floor(ap); }else{ - this.ap += Math.floor(ap/100*this.ap); + this.buff_ap += Math.floor(ap); } - this.BUFFCOMP.tooltip(TooltipTypes.apup,ap.toFixed(0)); + let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap + this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100) + + this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0)); if(this.is_master) { this.BUFFCOMP.vmdata_update(); @@ -233,35 +243,38 @@ export class HeroViewComp extends CCComp { de_ap(ap: number,is_num:boolean=true){ //console.log("[HeroViewComp]:de_ap de:",ap,this.ap) if(is_num){ - this.ap -= Math.floor(ap); + this.ap_base -= Math.floor(ap); }else{ - this.ap -= Math.floor(ap/100*this.ap); + this.buff_ap -= Math.floor(ap/100*this.ap); } + let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap + this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100) + + this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0)); + if(this.is_master) this.BUFFCOMP.vmdata_update() } - update_hp(e:GameEvent,data:any){ - //console.log("[HeroViewComp]:update_hp",data) - if(this.is_master===data.is_master&&this.fac===FacSet.HERO){ - this.buff_hp += data.hp - if(data.hp > 0){ - this.hp += this.hp_max*data.hp/100 - if(this.hp > this.hp_max*(100+this.buff_hp)/100){ - this.hp=this.hp_max*(100+this.buff_hp)/100 - } - } - } - } - add_hp_max(hp: number=0,is_num:boolean=true){ - this.hp_max += Math.floor(hp) ; - this.hp += Math.floor(hp*(100+this.buff_hp)/100) ; - if(this.is_master) this.BUFFCOMP.vmdata_update(true) - this.BUFFCOMP.tooltip(TooltipTypes.hpup,hp.toFixed(0)); + add_hp_max(hp: number=0,is_num:boolean=false){ + console.log("[HeroViewComp]:add_hp_max add:",hp,this.hp_max) + if(is_num){ + this.hp_base += Math.floor(hp) ; + }else{ + this.buff_hp+=hp + } + let diff=Math.floor(this.hp_base*(100+this.buff_hp)/100)-this.hp_max + this.hp_max =Math.floor(this.hp_base*(100+this.buff_hp)/100) + this.hp+=diff + if(this.is_master) this.BUFFCOMP.vmdata_update(true) + this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0)); } de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理 //console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max) - this.hp_max -= Math.floor(hp) ; + this.hp_base -= Math.floor(hp) ; + let diff=Math.floor(this.hp_base*(100+this.buff_hp)/100)-this.hp_max + this.hp_max =Math.floor(this.hp_base*(100+this.buff_hp)/100) + this.hp+=diff if(this.is_master) this.BUFFCOMP.vmdata_update(true) } @@ -305,17 +318,16 @@ export class HeroViewComp extends CCComp { if(!this.is_master) return this.atk_count+=1 if(this.atk_count< FightSet.ATK_ADD_COUNT) return - if(this.FIGHTCON.atk_add_glod >0) smc.vmdata.mission_data.gold+=this.FIGHTCON.atk_add_glod let master=ecs.query(ecs.allOf(MasterModelComp)) master.forEach(master=>{ let master_view=master.get(HeroViewComp) - if(this.FIGHTCON.atk_add_master_atk>0) { - master_view.add_ap(this.FIGHTCON.atk_add_master_atk) + if(this.atk_add_master_atk>0) { + master_view.add_ap(this.atk_add_master_atk,true) } - if(this.FIGHTCON.atk_add_master_hp>0) { - master_view.add_hp_max(this.FIGHTCON.atk_add_master_hp) + if(this.atk_add_master_hp>0) { + master_view.add_hp_max(this.atk_add_master_hp,true) } }) @@ -332,13 +344,8 @@ export class HeroViewComp extends CCComp { if(this.fac==FacSet.MON){ let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv) - let stone=getStoneDrops(HeroInfo[this.hero_uuid].quality,this.lv) oops.message.dispatchEvent(GameEvent.EXPUP,{exp:exp}) - if(stone.type=="equip"){ - oops.message.dispatchEvent(GameEvent.EQUIP_STONE_UP,stone.count) - }else{ - oops.message.dispatchEvent(GameEvent.SKILL_STONE_UP,stone.count) - } + } if(this.fac==FacSet.HERO){ @@ -348,22 +355,13 @@ export class HeroViewComp extends CCComp { } - get_buff(){ - let buff=null - if(this.fac==FacSet.HERO) buff=this.FIGHTCON.hero_buff - if(this.is_boss) buff=this.FIGHTCON.enemy_buff - if(this.is_kalami) buff=this.FIGHTCON.enemy_buff - if(buff==null) return - return buff - } + get_debuff(){ } add_debuff(type:number,deV:number,deC:number,deR:number){ let DEBUFF_DOWN=0 - let buff_debuff_down=0 - let buff=this.get_buff() - if(buff!==null) buff_debuff_down=buff.DEBUFF_DOWN + for(let i=0;i等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`); hv.cd = hero.cd diff --git a/assets/script/game/hero/SkillConComp.ts b/assets/script/game/hero/SkillConComp.ts index 0a3e58f8..e9f9b373 100644 --- a/assets/script/game/hero/SkillConComp.ts +++ b/assets/script/game/hero/SkillConComp.ts @@ -8,7 +8,6 @@ import { GameEvent } from '../common/config/GameEvent'; import { BoxSet, FacSet } from '../common/config/BoxSet'; import { smc } from '../common/SingletonModuleComp'; import { CCComp } from 'db://oops-framework/module/common/CCComp'; -import { FightConComp } from '../map/FightConComp'; import { MonModelComp } from './MonModelComp'; import { HeroModelComp } from './HeroModelComp'; import { FightSet } from '../common/config/Mission'; @@ -18,7 +17,6 @@ const { ccclass, property } = _decorator; @ccclass('SkillCon') @ecs.register('SkillCon') export class SkillConComp extends CCComp { - FIGHTCON:FightConComp=null! HeroView:any=null; HeroEntity:any=null; private _timers: { [key: string]: number } = {}; @@ -36,7 +34,6 @@ export class SkillConComp extends CCComp { } onLoad(){ this.HeroView=this.node.getComponent(HeroViewComp) - this.FIGHTCON=this.node.parent.getComponent(FightConComp) // //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad") this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this) oops.message.on(GameEvent.MaxSkill,this.use_max_skill,this) @@ -51,7 +48,7 @@ export class SkillConComp extends CCComp { if(!smc.mission.play||smc.mission.pause) return if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) this.HeroView.at += dt; - let cd = this.get_cd(this.HeroView.cd,this.HeroView) + let cd = this.count_cd(this.HeroView.cd,this.HeroView) if (this.HeroView.is_atking &&(this.HeroView.at > cd)) { if(this.HeroView.is_dead) return const config = SkillSet[this.HeroView.atk_skill]; @@ -95,7 +92,7 @@ export class SkillConComp extends CCComp { if(!this.HeroView.is_master) return //console.log("hart cast_skill",uuid ,e) const config = SkillSet[uuid]; - this.castSkill(config,false,this.FIGHTCON.hero_buff.SKILL_DMG) + this.castSkill(config,false,this.HeroView.skill_dmg) } /** 施放技能 */ castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) { @@ -176,10 +173,8 @@ export class SkillConComp extends CCComp { } check_wfuny(){ - let buff=this.get_buff(this.HeroView) - if(buff==null) return false let random = Math.random()*100 - if(random < buff.WFUNY){ + if(random < this.HeroView.wfuny){ return true } return false @@ -287,11 +282,7 @@ export class SkillConComp extends CCComp { // //console.log("clear_timer"); Object.values(this._timers).forEach(clearTimeout); } - get_cd(cd:number,view:HeroViewComp){ - - let buff=this.get_buff(view) - let buff_cd=0 - if(buff!=null) buff_cd=buff.ATK_CD + count_cd(cd:number,view:HeroViewComp){ // 汇总DEBUFF_DECD并处理count值 let decd = 0; @@ -311,21 +302,15 @@ export class SkillConComp extends CCComp { view.BUFF_CDS.splice(i, 1); } } - return cd*(100-bcd-buff_cd+decd)/100 + return cd*(100-bcd+decd)/100 } get_count(count:number,view:HeroViewComp){ - let buff=this.get_buff(view) - if(buff==null) return count - let re=count+(buff.WFUNY) + let re=count+view.wfuny if(re<1) re=1 return re } - get_buff(view:HeroViewComp){ - if(view.is_master) return this.FIGHTCON.hero_buff - if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff - return null - } + reset() { this.clear_timer(); this.aoe_queues = [] // 清空技能队列 diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts index b8526567..5346638b 100644 --- a/assets/script/game/map/CardComp.ts +++ b/assets/script/game/map/CardComp.ts @@ -226,23 +226,7 @@ export class CardComp extends CCComp { console.log("[cardcomp]:装备卡 饰品") break } - switch(EquipInfo[this.c_uuid].lv){ - case 1: - show.getChildByName("mask").getChildByName("lv1").active=true - break - case 2: - show.getChildByName("mask").getChildByName("lv2").active=true - break - case 3: - show.getChildByName("mask").getChildByName("lv3").active=true - break - case 4: - show.getChildByName("mask").getChildByName("lv4").active=true - break - case 5: - show.getChildByName("mask").getChildByName("lv5").active=true - break - } + show.getChildByName("type").getChildByName("name").getComponent(Label).string="装备" break case cardType.SPECIAL: diff --git a/assets/script/game/map/EquipSkillComp.ts b/assets/script/game/map/EquipSkillComp.ts index 6b404156..dad8a11a 100644 --- a/assets/script/game/map/EquipSkillComp.ts +++ b/assets/script/game/map/EquipSkillComp.ts @@ -24,7 +24,6 @@ export class EquipSkillComp extends CCComp { onLoad() { this.on(GameEvent.UseSkillCard, this.get_skill, this); this.on(GameEvent.FightReady,this.fight_ready,this) - this.on(GameEvent.SKILL_STONE_UP,this.skill_stone_up,this) this.boxs=this.node.getChildByName("boxs") this.skill1_cd_bar_progress=this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar) this.skill2_cd_bar_progress=this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar) diff --git a/assets/script/game/map/EquipsComp.ts b/assets/script/game/map/EquipsComp.ts index ddd3cbcc..5176e5a8 100644 --- a/assets/script/game/map/EquipsComp.ts +++ b/assets/script/game/map/EquipsComp.ts @@ -24,69 +24,36 @@ export class EquipsComp extends Component { oops.message.on(GameEvent.EquipAdd,this.equip_add,this) oops.message.on(GameEvent.EquipRemove,this.equip_remove,this) this.boxs=this.node.getChildByName("boxs") - oops.message.on(GameEvent.EQUIP_STONE_UP,this.equip_stone_up,this) + oops.message.on(GameEvent.HeroLvUp,this.hero_lv_up,this) } + hero_lv_up(e:GameEvent,data:any){ + switch(data.lv){ + case FightSet.WEAPON_LV: + this.show_equip_get("weapon") + break + case FightSet.ARMOR_LV: + this.show_equip_get("armor") + break + case FightSet.SHIELD_LV: + this.show_equip_get("shield") + break + case FightSet.ACCESSORY_LV: + this.show_equip_get("accessory") + break + } + } equip_stone_up(e:GameEvent,data:any){ - console.log("[EquipsComp]:equip_stone_up",data) - smc.vmdata.mission_data.equip_stone+=data - if(smc.vmdata.mission_data.equip_stone >= smc.vmdata.mission_data.equip_stone_max){ - this.show_equip_get("weapon") - this.show_equip_get("armor") - this.show_equip_get("accessory") - } + } - call_equip_card(e:any,data:any){ - let mission_data=smc.vmdata.mission_data - if(mission_data.equip_stone < mission_data.equip_stone_max){ - oops.gui.toast("装备石不足", false); - return - } - let lv=this.check_lv(data) - oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data,lv:lv}) - mission_data.equip_stone-=mission_data.equip_stone_max - mission_data.equip_stone_max=mission_data.equip_stone_max*2 - + call_equip_card(e:any,data:any){ + oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data}) + } up_equip_card(e:any,data:any){ - let mission_data=smc.vmdata.mission_data - if(mission_data.equip_stone < mission_data.equip_stone_max){ - oops.gui.toast("装备石不足", false); - return - } - let lv=this.check_lv(data) - oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data,lv:lv}) - mission_data.equip_stone-=mission_data.equip_stone_max - mission_data.equip_stone_max=mission_data.equip_stone_max*2 - - } - check_lv(data:any){ - let lv=0 - switch(data){ - case "weapon": - if(this.weapon.uuid==0) return 1 - lv=EquipInfo[this.weapon.uuid].lv+1 - if(lv>5){ - lv=5 - } - break - case "armor": - if(this.armor.uuid==0) return 1 - lv=EquipInfo[this.armor.uuid].lv+1 - if(lv>5){ - lv=5 - } - break - case "accessory": - if(this.accessory.uuid==0) return 4 - lv=EquipInfo[this.accessory.uuid].lv+1 - if(lv>5){ - lv=5 - } - break - } - return lv + oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data}) + } start(){ this.fight_ready() @@ -141,7 +108,7 @@ export class EquipsComp extends Component { this.accessory.level=data.level this.show_accessory(data.uuid) } - this.count_attrs() + // this.count_attrs() } show_weapon(uuid:number){ let icon = this.boxs.getChildByName("weapon").getChildByName("icon") @@ -151,11 +118,6 @@ export class EquipsComp extends Component { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path); }); - icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1 - icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2 - icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3 - icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4 - icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5 icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE @@ -171,11 +133,7 @@ export class EquipsComp extends Component { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path); }); - icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1 - icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2 - icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3 - icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4 - icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5 + icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN @@ -191,11 +149,7 @@ export class EquipsComp extends Component { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path); }); - icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1 - icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2 - icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3 - icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4 - icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5 + icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN @@ -309,41 +263,25 @@ export class EquipsComp extends Component { } private show_equip_get(e:string){ - if(this.weapon.uuid==0){ - this.boxs.getChildByName("weapon").getChildByName("get").active =true - this.boxs.getChildByName("weapon").getChildByName("light").active=true - this.boxs.getChildByName("weapon").getChildByName("tip").active=true - this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="购买" - }else{ - if(EquipInfo[this.weapon.uuid].lv>=5) return - this.boxs.getChildByName("weapon").getChildByName("change").active =true - this.boxs.getChildByName("weapon").getChildByName("light").active=true - this.boxs.getChildByName("weapon").getChildByName("tip").active=true - this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="升级" - } - if(this.armor.uuid==0){ - this.boxs.getChildByName("armor").getChildByName("get").active =true - this.boxs.getChildByName("armor").getChildByName("light").active=true - this.boxs.getChildByName("armor").getChildByName("tip").active=true - this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="购买" - }else{ - if(EquipInfo[this.armor.uuid].lv>=5) return - this.boxs.getChildByName("armor").getChildByName("change").active =true - this.boxs.getChildByName("armor").getChildByName("light").active=true - this.boxs.getChildByName("armor").getChildByName("tip").active=true - this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="升级" - } - if(this.accessory.uuid==0 ){ - this.boxs.getChildByName("accessory").getChildByName("get").active =true - this.boxs.getChildByName("accessory").getChildByName("light").active=true - this.boxs.getChildByName("accessory").getChildByName("tip").active=true - this.boxs.getChildByName("accessory").getChildByName("tip").getComponent(Label).string="购买" - }else{ - if(EquipInfo[this.accessory.uuid].lv>=5) return - this.boxs.getChildByName("accessory").getChildByName("change").active =true - this.boxs.getChildByName("accessory").getChildByName("light").active=true - this.boxs.getChildByName("accessory").getChildByName("tip").active=true - this.boxs.getChildByName("accessory").getChildByName("tip").getComponent(Label).string="升级" + switch(e){ + case "weapon": + this.boxs.getChildByName("weapon").getChildByName("get").active =true + this.boxs.getChildByName("weapon").getChildByName("light").active=true + this.boxs.getChildByName("weapon").getChildByName("tip").active=true + this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="获取" + break + case "armor": + this.boxs.getChildByName("armor").getChildByName("get").active =true + this.boxs.getChildByName("armor").getChildByName("light").active=true + this.boxs.getChildByName("armor").getChildByName("tip").active=true + this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="获取" + break + case "accessory": + this.boxs.getChildByName("accessory").getChildByName("get").active =true + this.boxs.getChildByName("accessory").getChildByName("light").active=true + this.boxs.getChildByName("accessory").getChildByName("tip").active=true + this.boxs.getChildByName("accessory").getChildByName("tip").getComponent(Label).string="获取" + break } } diff --git a/assets/script/game/map/FightConComp.ts b/assets/script/game/map/FightConComp.ts index 22dfeca1..26816fa4 100644 --- a/assets/script/game/map/FightConComp.ts +++ b/assets/script/game/map/FightConComp.ts @@ -65,22 +65,7 @@ export class FightConComp extends Component { private equip_change(e:GameEvent,equip:any){ - let old_hero_hp=JSON.parse(JSON.stringify(this.hero_buff.HP)) - let new_hero_hp=JSON.parse(JSON.stringify(equip.hero_buff.HP)) - - this.hero_buff=equip.hero_buff - this.enemy_buff=equip.enemy_buff - let hero_hp_add=new_hero_hp-old_hero_hp - console.log("[FightConComp]:old_hero_hp:"+old_hero_hp+" new_hero_hp:"+new_hero_hp+" hero_hp_add:"+hero_hp_add) - if(hero_hp_add!==0){ - - oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:hero_hp_add,is_master:true}) - } - - - this.scheduleOnce(()=>{ - oops.message.dispatchEvent(GameEvent.UpdateVMData) - },0.1) + } private fight_ready(e:GameEvent){ diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 2a06b24a..f1a9ece5 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -212,8 +212,8 @@ export class RogueConfig { static generateNormalWave(waveNumber: number) { const series = getRandomSeries(); const seriesConfig = MonsterSeriesConfig[series]; - // 数量提升为原来的3倍,最大数量也提升 - const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24); + // 数量减少为原来的三分之一 + const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8); const monsters = []; // 选择怪物类型 @@ -273,8 +273,8 @@ export class RogueConfig { if (eliteMonsters.length > 0) { const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)]; - // 数量提升为原来的3倍 - const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3)); + // 数量减少为原来的三分之一 + const count = Math.max(1, Math.floor(2 + waveNumber / 8)); const monsterInfo = HeroInfo[eliteMonster]; // 生成精英词条 @@ -332,10 +332,10 @@ export class RogueConfig { const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo); - // Boss数量提升为3倍(一般Boss只刷1只,这里最多刷3只) + // Boss数量减少为原来的三分之一(一般Boss只刷1只) const monsters = [{ uuid: bossMonster, - count: 3, + count: 1, type: "boss", series: series, isBoss: true, diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 49a67aae..e15326f6 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -4,14 +4,12 @@ import { BoxSet, FacSet } from "../common/config/BoxSet"; import { SkillSet } from "../common/config/SkillSet"; import { smc } from "../common/SingletonModuleComp"; import { HeroViewComp } from "../hero/HeroViewComp"; -import { FightConComp } from "../map/FightConComp"; import { SkillCom } from "./SkillCom"; import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,SpriteFrame,Sprite} from "cc"; /** Skill 模块 */ @ecs.register(`Skill`) export class Skill extends ecs.Entity { - FIGHTCON:FightConComp=null! SkillView!: SkillCom; /** 实始添加的数据层组件 */ protected init() { @@ -33,7 +31,6 @@ export class Skill extends ecs.Entity { dmg:number=0 ) { - let FIGHTCON=parent.getComponent(FightConComp); const config = SkillSet[uuid]; if (!config) { console.error("[Skill] 技能配置不存在:", uuid); @@ -82,7 +79,7 @@ export class Skill extends ecs.Entity { return; } - let ap_data = this.get_ap(caster,dmg,uuid,FIGHTCON) + let ap_data = this.get_ap(caster,dmg,uuid) SComp.ap = ap_data.ap SComp.caster_crit = ap_data.crit SComp.caster_crit_d = ap_data.crit_d @@ -115,12 +112,11 @@ export class Skill extends ecs.Entity { this.add(SComp); } - get_ap(view:HeroViewComp,dmg:number=0,uuid:number=0,FIGHTCON:FightConComp=null!){ + get_ap(view:HeroViewComp,dmg:number=0,uuid:number=0){ let ap=0 let crit=0 let crit_d=0 let buffap=1 - let buff=null let puncture=0 let puncture_damage=0 let burn_count=0 @@ -129,12 +125,6 @@ export class Skill extends ecs.Entity { let stun_ratto=0 let frost_time=0 let frost_ratto=0 - if(view.is_master) buff=FIGHTCON.hero_buff - if(view.is_boss) buff=FIGHTCON.enemy_buff - if(view.is_kalami) buff=FIGHTCON.enemy_buff - if(buff!==null) { - buffap=(100+buff.ATK)/100 //装备区 总加成 - } // 汇总DEBUFF_DECD并处理count值 let BUFF_ATK = 0 let DEBUFF_DEATK = 0 @@ -158,17 +148,17 @@ export class Skill extends ecs.Entity { } let BUFF_AP=(100-DEBUFF_DEATK+BUFF_ATK+dmg)/100 //buff区 总加成 - puncture =buff.PUNCTURE+view.puncture - puncture_damage=buff.PUNCTURE_DMG+view.puncture_damage + puncture =view.puncture + puncture_damage=view.puncture_damage ap=view.ap*buffap*BUFF_AP*SkillSet[uuid].ap/100 - crit=view.crit+buff.CRITICAL - crit_d=view.crit_d+buff.CRITICAL_DMG - burn_count=buff.BURN_COUNT+view.burn_count - burn_value=buff.BURN_VALUE+view.burn_value - stun_time=buff.STUN_TIME+view.stun_time - stun_ratto=buff.STUN_RATTO+view.stun_ratto - frost_time=buff.FROST_TIME+view.frost_time - frost_ratto=buff.FROST_RATTO+view.frost_ratto + crit=view.crit + crit_d=view.crit_d + burn_count=view.burn_count + burn_value=view.burn_value + stun_time=view.stun_time + stun_ratto=view.stun_ratto + frost_time=view.frost_time + frost_ratto=view.frost_ratto return {ap,crit,crit_d,puncture,puncture_damage,burn_count,burn_value,stun_time,stun_ratto,frost_time,frost_ratto} } } diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index a7d997b5..140ea702 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -8,7 +8,6 @@ import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/ import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroViewComp } from "../hero/HeroViewComp"; import { BezierMove } from "../BezierMove/BezierMove"; -import { FightConComp } from "../map/FightConComp"; import { MonModelComp } from "../hero/MonModelComp"; import { FightSet } from "../common/config/Mission"; import { HeroModelComp } from "../hero/HeroModelComp"; @@ -49,7 +48,6 @@ export class SkillCom extends CCComp { stun_ratto:number=0; frost_ratto:number=0; frost_time:number=0; - FIGHTCON:FightConComp=null; run_time:number=0; hited_time:number=0; hit_count:number=0; @@ -65,7 +63,6 @@ export class SkillCom extends CCComp { private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向 protected onLoad(): void { - this.FIGHTCON=this.node.parent.getComponent(FightConComp) } @@ -183,22 +180,21 @@ export class SkillCom extends CCComp { this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理 // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position) if(SkillSet[this.s_uuid].debuff>0){ - let deUP =this.get_debuff() // 因为不是每个技能都需要,debuff的增益在这里处理, ap 及暴击 属性已经在skill.ts 处理 let debuff=SkillSet[this.s_uuid] - let dev=debuff.deV*(100+deUP.deV)/100 - let deR=debuff.deR+deUP.deR + let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100 + let deR=debuff.deR+this.caster.DEBUFF_UP dev=Math.round(dev*100)/100 - let deC=debuff.deC+deUP.deC //dec只作为次数叠加 + let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加 // //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC) target.add_debuff(debuff.debuff,dev,deC,deR) } this.hit_count++ - console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture) + // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture) if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)) this.is_destroy=true // 技能命中次数 } onBeginContact (seCol: Collider2D, oCol: Collider2D) { - console.log(this.scale+"碰撞开始 ",seCol,oCol); + // console.log(this.scale+"碰撞开始 ",seCol,oCol); if(seCol.node.position.x-oCol.node.position.x > 100 ) return let target = oCol.getComponent(HeroViewComp) if(oCol.group!=this.group){ @@ -208,18 +204,8 @@ export class SkillCom extends CCComp { // this.ent.destroy() } } - get_debuff(){ //debuff 加成 - let debuff = {deV:0,deC:0,deR:0} - let buff=null - if(this.caster.is_master) buff = this.FIGHTCON.hero_buff - if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff - if(buff==null) return debuff - debuff.deV=buff.DEBUFF_VALUE - debuff.deC=buff.DEBUFF_COUNT - debuff.deR=buff.DEBUFF_UP - return debuff - } - + + /** * 执行2段位移:先升高,然后移到目的地 */ diff --git a/assets/script/wp.md b/assets/script/wp.md index aac53081..ff185473 100644 --- a/assets/script/wp.md +++ b/assets/script/wp.md @@ -3,7 +3,7 @@ ## ⚔️ 武器系统设计规范 **命名规则**: - 同品质武器全等级使用相同名称 -- 名称后标注等级如:`(Lv1)` +- 名称后不再标注等级 - 品质分级:绿(基础)→ 蓝(强化)→ 紫(终极) - CD修正固定(同类型武器全等级相同) @@ -14,27 +14,12 @@ - 剑类核心机制:默认穿刺伤害是上一次伤害的50% ### 📋 剑类武器数据表 -| 等级 | 品质 | 名称 | **CD修正** | 实际CD | 攻击加成 | 核心特性 | 穿透伤害比率(进化) | -|------|------|------------------|-----------|--------|----------|----------------------|------------------| -| 1 | 绿 | 穿刺短剑(Lv1) | -20% | 1.20s | +50% | 穿透1目标 | - | -| | 蓝 | 寒锋长剑(Lv1) | -20% | 1.20s | +70% | 穿透2目标 | 10% | -| | 紫 | 龙鳞穿刺者(Lv1) | -20% | 1.20s | +95% | 穿透3目标 | 20% | -| 2 | 绿 | 穿刺短剑(Lv2) | -20% | 1.20s | +80% | 穿透1目标 | - | -| | 蓝 | 寒锋长剑(Lv2) | -20% | 1.20s | +110% | 穿透2目标 | 15% | -| | 紫 | 龙鳞穿刺者(Lv2) | -20% | 1.20s | +140% | 穿透3目标 | 25% | -| 3 | 绿 | 穿刺短剑(Lv3) | -20% | 1.20s | +110% | 穿透1目标 | - | -| | 蓝 | 寒锋长剑(Lv3) | -20% | 1.20s | +150% | 穿透2目标 | 20% | -| | 紫 | 龙鳞穿刺者(Lv3) | -20% | 1.20s | +185% | 穿透3目标 | 30% | -| 4 | 绿 | 穿刺短剑(Lv4) | -20% | 1.20s | +140% | 穿透1目标 | - | -| | 蓝 | 寒锋长剑(Lv4) | -20% | 1.20s | +190% | 穿透2目标 | 25% | -| | 紫 | 龙鳞穿刺者(Lv4) | -20% | 1.20s | +240% | 穿透3目标 | 35% | -| | 紫 | 冰霜穿刺者(Lv4) | -20% | 1.20s | +240% | 穿透3目标 | 冰冻概率+20% | -| 5 | 绿 | 穿刺短剑(Lv5) | -20% | 1.20s | +170% | 穿透1目标 | - | -| | 蓝 | 寒锋长剑(Lv5) | -20% | 1.20s | +230% | 穿透2目标 | 30% | -| | 紫 | 龙鳞穿刺者(Lv5) | -20% | 1.20s | +290% | 穿透3目标 | 40% | -| | 紫 | 冰霜穿刺者(Lv5) | -20% | 1.20s | +290% | 穿透3目标 | 冰冻概率+25% | - - +| 品质 | 名称 | **CD修正** | 实际CD | 攻击加成 | 攻击加成百分比 | 核心特性 | 穿透伤害比率(进化) | +|------|--------------|-----------|--------|----------|----------------|------------|------------------| +| 绿 | 穿刺短剑 | -20% | 1.20s | +50 | 25% | 穿透1目标 | - | +| 蓝 | 寒锋长剑 | -20% | 1.20s | +100 | 50% | 穿透2目标 | 30% | +| 紫 | 龙鳞穿刺者 | -20% | 1.20s | +200 | 100% | 穿透3目标 | 40% | +| 紫 | 冰霜穿刺者 | -20% | 1.20s | +200 | 100% | 穿透3目标 | 冰冻概率+25% | ## ⚔️ 斧类武器核心设计 @@ -45,29 +30,15 @@ **进化规则**: - 品质提升风怒概率和击退概率 -- 等级提升攻击加成和特殊属性 - 斧类核心机制:风怒默认伤害额外一次攻击 伤害100% ## 📋 斧类武器完整数据表 -| 等级 | 品质 | 名称 | CD | 攻击加成 | 风怒概率 | 击退概率 | -|------ |------|------------------|------|----------|----------|----------| -| **Lv1** | 绿 | 风暴战斧(Lv1) | 1.50s | +100% | 20% | - | -| | 蓝 | 寒锋巨斧(Lv1) | 1.50s | +130% | 30% | - | -| | 紫 | 龙鳞撕裂者(Lv1) | 1.50s | +160% | 40% | | -| **Lv2** | 绿 | 风暴战斧(Lv2) | 1.50s | +130% | 25% | - | -| | 蓝 | 寒锋巨斧(Lv2) | 1.50s | +170% | 35% | - | -| | 紫 | 龙鳞撕裂者(Lv2) | 1.50s | +200% | 45% | | -| **Lv3** | 绿 | 风暴战斧(Lv3) | 1.50s | +160% | 30% | - | -| | 蓝 | 寒锋巨斧(Lv3) | 1.50s | +210% | 40% | - | -| | 紫 | 龙鳞撕裂者(Lv3) | 1.50s | +240% | 50% | | -| **Lv4** | 绿 | 风暴战斧(Lv4) | 1.50s | +190% | 35% | - | -| | 蓝 | 寒锋巨斧(Lv4) | 1.50s | +250% | 45% | - | -| | 紫 | 龙鳞撕裂者(Lv4) | 1.50s | +280% | 75% | | -| | 紫 | 泰坦撕裂者(Lv4) | 1.50s | +200% | 75% | 击晕概率+10% | -| **Lv5** | 绿 | 风暴战斧(Lv5) | 1.50s | +220% | 40% | 20% | -| | 蓝 | 寒锋巨斧(Lv5) | 1.50s | +280% | 50% | - | -| | 紫 | 龙鳞撕裂者(Lv5) | 1.50s | +340% | 60% | 27% | -| | 紫 | 泰坦撕裂者(Lv5) | 1.50s | +300% | 60% | 击晕概率+12.5% | +| 品质 | 名称 | CD | 攻击加成 | 攻击加成百分比 | 风怒概率 | 击退概率 | +|------|--------------|------|----------|----------------|----------|----------| +| 绿 | 风暴战斧 | 1.50s | +50 | 25% | 40% | 20% | +| 蓝 | 寒锋巨斧 | 1.50s | +100 | 50% | 50% | - | +| 紫 | 龙鳞撕裂者 | 1.50s | +200 | 100% | 60% | 27% | +| 紫 | 泰坦撕裂者 | 1.50s | +200 | 100% | 60% | 击晕概率+12.5% | # 🔨 锤类武器完整配置表(含CD修正) @@ -76,83 +47,34 @@ - ​**CD修正**​:+6.7%(全等级固定) - ​**实际CD**​:1.5 × (1 + 0.067) ≈ ​**1.60s**​ - 暴击机制:基础暴击伤害150%,装备提供额外暴击伤害加成 -- 击晕效果:Lv5蓝色/紫色品质攻击时概率击晕目标,使目标无法行动1秒并重置CD +- 击晕效果:蓝色/紫色品质攻击时概率击晕目标,使目标无法行动1秒并重置CD -## 📊 完整数据表(Lv1-Lv5) +## 📊 完整数据表 -| 等级 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 暴击率 | 暴击伤害加成 | 特殊属性 | -|------|------|--------------------|--------|--------|----------|--------|--------------|----------| -| Lv1 | 绿 | 碎骨战锤(Lv1) | +6.7% | 1.60s | +120% | 10% | +25% | - | -| | 蓝 | 雷霆重锤(Lv1) | +6.7% | 1.60s | +150% | 15% | +35% | - | -| | 紫 | 龙鳞粉碎者(Lv1) | +6.7% | 1.60s | +180% | 20% | +50% | - | -| Lv2 | 绿 | 碎骨战锤(Lv2) | +6.7% | 1.60s | +150% | 10% | +30% | - | -| | 蓝 | 雷霆重锤(Lv2) | +6.7% | 1.60s | +190% | 20% | +40% | - | -| | 紫 | 龙鳞粉碎者(Lv2) | +6.7% | 1.60s | +220% | 25% | +55% | - | -| Lv3 | 绿 | 碎骨战锤(Lv3) | +6.7% | 1.60s | +180% | 15% | +30% | - | -| | 蓝 | 雷霆重锤(Lv3) | +6.7% | 1.60s | +230% | 20% | +40% | - | -| | 紫 | 龙鳞粉碎者(Lv3) | +6.7% | 1.60s | +260% | 25% | +60% | - | -| Lv4 | 绿 | 碎骨战锤(Lv4) | +6.7% | 1.60s | +210% | 15% | +35% | - | -| | 蓝 | 雷霆重锤(Lv4) | +6.7% | 1.60s | +270% | 25% | +45% | - | -| | 紫 | 龙鳞粉碎者(Lv4) | +6.7% | 1.60s | +300% | 30% | +65% | 击晕概率+10% | -| | 紫 | 泰坦粉碎者(Lv4) | +6.7% | 1.60s | +300% | 30% | - | 击晕概率+25% | -| Lv5 | 绿 | 碎骨战锤(Lv5) | +6.7% | 1.60s | +240% | 20% | +35% | - | -| | 蓝 | 雷霆重锤(Lv5) | +6.7% | 1.60s | +310% | 25% | +45% | - | -| | 紫 | 龙鳞粉碎者(Lv5) | +6.7% | 1.60s | +360% | 30% | +70% | 击晕概率+15% | -| | 紫 | 泰坦粉碎者(Lv5) | +6.7% | 1.60s | +360% | 30% | - | 击晕概率+30% | +| 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 攻击加成百分比 | 暴击率 | 暴击伤害加成 | 特殊属性 | +|------|--------------|--------|--------|----------|----------------|--------|--------------|----------| +| 绿 | 碎骨战锤 | +6.7% | 1.60s | +50 | 25% | 20% | +35% | - | +| 蓝 | 雷霆重锤 | +6.7% | 1.60s | +100 | 50% | 25% | +45% | - | +| 紫 | 龙鳞粉碎者 | +6.7% | 1.60s | +200 | 100% | 30% | +70% | 击晕概率+15% | +| 紫 | 泰坦粉碎者 | +6.7% | 1.60s | +200 | 100% | 30% | - | 击晕概率+30% | -## ⚙️ 系统兼容性说明 -1. ​**CD修正统一性**​: - - 所有锤类武器固定+6.7%修正 - - 实际CD四舍五入保留两位小数 - -2. ​**暴击机制说明**​: - - 基础暴击伤害:150% - - 装备提供额外暴击伤害加成 - - 实际暴击伤害 = 基础150% + 装备加成 - -3. ​**击晕机制说明**​: - - 仅Lv5蓝色和紫色品质拥有击晕概率 - - 击晕效果:目标无法行动1秒,并重置攻击CD - - 击晕不可叠加,但可打断敌人技能读条 - - 泰坦粉碎者:去掉暴击伤害加成,大幅提升击晕概率(Lv4:25%, Lv5:30%) - -4. ​**双人协同参数**​: - ```math - \text{理论攻击频率} = \frac{2}{1.60} \approx 1.25 \text{次/秒} - \text{暴击期望} = \text{暴击率} \times \text{暴击伤害加成} - ``` - - -# ⚔️ 刀类武器完整配置表(含CD修正) +## ⚔️ 刀类武器完整配置表(含CD修正) ## 📜 核心机制说明 - ​**基准CD**​:1.5秒 - ​**CD修正**​:-26.7%(全等级固定) - ​**实际CD**​:1.5 × (1 - 0.267) ≈ ​**1.10s**​ - 易伤效果:攻击时施加易伤状态,增加后续伤害 -- 特殊属性:Lv4/Lv5紫色品质易伤持续次数+1 +- 特殊属性:紫色品质易伤持续次数+1 -## 📊 完整数据表(Lv1-Lv5) +## 📊 完整数据表 -| 等级 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 易伤加成 | 特殊属性 | -|------|------|--------------------|--------|--------|----------|----------|----------| -| Lv1 | 绿 | 影刃(Lv1) | -26.7% | 1.10s | +60% | +15% | - | -| | 蓝 | 寒月双刃(Lv1) | -26.7% | 1.10s | +85% | +20% | - | -| | 紫 | 龙鳞切割者(Lv1) | -26.7% | 1.10s | +115% | +25% | - | -| Lv2 | 绿 | 影刃(Lv2) | -26.7% | 1.10s | +90% | +15% | - | -| | 蓝 | 寒月双刃(Lv2) | -26.7% | 1.10s | +125% | +25% | - | -| | 紫 | 龙鳞切割者(Lv2) | -26.7% | 1.10s | +160% | +30% | - | -| Lv3 | 绿 | 影刃(Lv3) | -26.7% | 1.10s | +120% | +20% | - | -| | 蓝 | 寒月双刃(Lv3) | -26.7% | 1.10s | +165% | +25% | - | -| | 紫 | 龙鳞切割者(Lv3) | -26.7% | 1.10s | +205% | +35% | - | -| Lv4 | 绿 | 影刃(Lv4) | -26.7% | 1.10s | +150% | +20% | - | -| | 蓝 | 寒月双刃(Lv4) | -26.7% | 1.10s | +205% | +30% | - | -| | 紫 | 龙鳞切割者(Lv4) | -26.7% | 1.10s | +250% | +35% | 易伤持续次数+1 | -| | 紫 | 冰霜切割者(Lv4) | -26.7% | 1.10s | +250% | +35% | 冰冻概率+20% | -| Lv5 | 绿 | 影刃(Lv5) | -26.7% | 1.10s | +180% | +25% | - | -| | 蓝 | 寒月双刃(Lv5) | -26.7% | 1.10s | +245% | +35% | - | -| | 紫 | 龙鳞切割者(Lv5) | -26.7% | 1.10s | +300% | +45% | 易伤持续次数+1 | -| | 紫 | 冰霜切割者(Lv5) | -26.7% | 1.10s | +300% | +45% | 冰冻概率+25% | +| 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 攻击加成百分比 | 易伤加成 | 特殊属性 | +|------|--------------|--------|--------|----------|----------------|----------|----------| +| 绿 | 影刃 | -26.7% | 1.10s | +50 | 25% | +25% | - | +| 蓝 | 寒月双刃 | -26.7% | 1.10s | +100 | 50% | +35% | - | +| 紫 | 龙鳞切割者 | -26.7% | 1.10s | +200 | 100% | +45% | 易伤持续次数+1 | +| 紫 | 冰霜切割者 | -26.7% | 1.10s | +200 | 100% | +45% | 冰冻概率+25% | ## ⚙️ 系统兼容性说明 1. ​**CD修正统一性**​: @@ -162,19 +84,13 @@ 2. ​**易伤机制说明**​: - 攻击时对目标施加易伤状态 - 易伤状态增加后续攻击伤害 - - Lv4/Lv5紫色品质易伤持续次数+1,延长易伤效果 + - 紫色品质易伤持续次数+1,延长易伤效果 3. ​**双人协同参数**​: ```math \text{理论攻击频率} = \frac{2}{1.10} \approx 1.82 \text{次/秒} \text{易伤覆盖率} = \frac{5}{1.82} \approx 2.75 \text{秒持续效果} - - - - - - - + ``` ## 🛡️ 盾牌系统设计规范(属性互斥) **核心规则**: @@ -183,113 +99,55 @@ 3. HP最大值改为百分比提升 4. 紫装专属:被攻击5次获得1技能点 +| 品质 | 完整名称 | HP加成 | 闪避比率 | 附加属性 | 特殊属性 | +|------|--------------|--------|----------|------------------|----------| +| 绿 | 风影圆盾 | +40% | 40% | - | - | +| 蓝 | 流光护盾 | +45% | 40% | Debuff减免15% | - | +| 紫 | 量子闪避者 | +50% | 45% | 免伤15% |- | -| 等级 | 品质 | 完整名称 | HP加成 | 闪避比率 | 附加属性 | 特殊属性 | -|------|------|----------------------|--------|----------|------------------|----------| -| 1 | 绿 | 风影圆盾(Lv1) | +20% | 25% | - | - | -| 1 | 蓝 | 流光护盾(Lv1) | +25% | 30% | Debuff减免10% | - | -| 1 | 紫 | 量子闪避者(Lv1) | +30% | 30% | 免伤5% | - | -| 2 | 绿 | 风影圆盾(Lv2) | +25% | 30% | - | - | -| 2 | 蓝 | 流光护盾(Lv2) | +30% | 35% | Debuff减免10% | - | -| 2 | 紫 | 量子闪避者(Lv2) | +35% | 35% | 免伤5% |- | -| 3 | 绿 | 风影圆盾(Lv3) | +30% | 35% | - | - | -| 3 | 蓝 | 流光护盾(Lv3) | +35% | 35% | Debuff减免10% | - | -| 3 | 紫 | 量子闪避者(Lv3) | +40% | 40% | 免伤10% | - | -| 4 | 绿 | 风影圆盾(Lv4) | +35% | 35% | - | - | -| 4 | 蓝 | 流光护盾(Lv4) | +40% | 40% | Debuff减免15% | - | -| 4 | 紫 | 量子闪避者(Lv4) | +45% | 40% | 免伤10% |- | -| 5 | 绿 | 风影圆盾(Lv5) | +40% | 40% | - | - | -| 5 | 蓝 | 流光护盾(Lv5) | +45% | 40% | Debuff减免15% | - | -| 5 | 紫 | 量子闪避者(Lv5) | +50% | 45% | 免伤15% |- | - - -| 等级 | 品质 | 完整名称 | HP加成 | 反伤比率 | 附加属性 | 特殊属性 | -|------|------|----------------------|--------|----------|------------------|----------| -| 1 | 绿 | 荆棘木盾(Lv1) | +60% | 15% | - | - | -| 1 | 蓝 | 钢铁尖刺(Lv1) | +70% | 20% | Debuff减免10% | - | -| 1 | 紫 | 龙鳞反伤者(Lv1) | +75% | 25% | 免伤5% | - | -| 2 | 绿 | 荆棘木盾(Lv2) | +70% | 20% | - | - | -| 2 | 蓝 | 钢铁尖刺(Lv2) | +75% | 25% | Debuff减免10% | - | -| 2 | 紫 | 龙鳞反伤者(Lv2) | +80% | 25% | 免伤10% | - | -| 3 | 绿 | 荆棘木盾(Lv3) | +75% | 25% | - | - | -| 3 | 蓝 | 钢铁尖刺(Lv3) | +80% | 25% | Debuff减免15% | - | -| 3 | 紫 | 龙鳞反伤者(Lv3) | +85% | 30% | 免伤10% |- | -| 4 | 绿 | 荆棘木盾(Lv4) | +80% | 25% | - | - | -| 4 | 蓝 | 钢铁尖刺(Lv4) | +85% | 30% | Debuff减免15% | - | -| 4 | 紫 | 龙鳞反伤者(Lv4) | +90% | 30% | 免伤15% | - | -| 5 | 绿 | 荆棘木盾(Lv5) | +85% | 30% | - | - | -| 5 | 蓝 | 钢铁尖刺(Lv5) | +90% | 30% | Debuff减免15% | - | -| 5 | 紫 | 龙鳞反伤者(Lv5) | +110% | 35% | 免伤15% |- | - -| 等级 | 品质 | 完整名称 | HP加成 | 免伤比例 | 附加属性 | 特殊属性 | -|------|------|----------------------|--------|----------|------------------|----------| -| 1 | 绿 | 守护圆盾(Lv1) | +40% | 10% | - | - | -| 1 | 蓝 | 圣光壁垒(Lv1) | +50% | 10% | Debuff减免10% | - | -| 1 | 紫 | 永恒守护者(Lv1) | +55% | 15% | 闪避5% |- | -| 2 | 绿 | 守护圆盾(Lv2) | +50% | 10% | - | - | -| 2 | 蓝 | 圣光壁垒(Lv2) | +55% | 15% | Debuff减免10% | - | -| 2 | 紫 | 永恒守护者(Lv2) | +60% | 15% | 闪避10% | - | -| 3 | 绿 | 守护圆盾(Lv3) | +55% | 15% | - | - | -| 3 | 蓝 | 圣光壁垒(Lv3) | +60% | 15% | Debuff减免15% | - | -| 3 | 紫 | 永恒守护者(Lv3) | +65% | 20% | 闪避10% | - | -| 4 | 绿 | 守护圆盾(Lv4) | +60% | 15% | - | - | -| 4 | 蓝 | 圣光壁垒(Lv4) | +65% | 20% | Debuff减免15% | - | -| 4 | 紫 | 永恒守护者(Lv4) | +70% | 20% | 闪避15% |- | -| 5 | 绿 | 守护圆盾(Lv5) | +65% | 20% | - | - | -| 5 | 蓝 | 圣光壁垒(Lv5) | +70% | 20% | Debuff减免15% | - | -| 5 | 紫 | 永恒守护者(Lv5) | +75% | 25% | 闪避15% | - | +| 品质 | 完整名称 | HP加成 | 反伤比率 | 附加属性 | 特殊属性 | +|------|--------------|--------|----------|------------------|----------| +| 绿 | 荆棘木盾 | +85% | 30% | - | - | +| 蓝 | 钢铁尖刺 | +90% | 30% | Debuff减免15% | - | +| 紫 | 龙鳞反伤者 | +110% | 35% | 免伤15% |- | +| 品质 | 完整名称 | HP加成 | 免伤比例 | 附加属性 | 特殊属性 | +|------|--------------|--------|----------|------------------|----------| +| 绿 | 守护圆盾 | +65% | 20% | - | - | +| 蓝 | 圣光壁垒 | +70% | 20% | Debuff减免15% | - | +| 紫 | 永恒守护者 | +75% | 25% | 闪避15% | - | ## 🟢 绿色品质饰品(自然元素系列) -| 品质 | 名称 | 等级 | 属性类型 | 属性值 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | -|------|------------|------|----------|--------|-----------|---------|----------|--------| -| 绿 | 磐石徽章 | 4 | HP加成 | +55% | - | - | - | - | -| 绿 | 磐石徽章 | 5 | HP加成 | +60% | - | - | - | - | -| 绿 | 刚玉戒指 | 4 | 免伤 | +20% | - | - | - | - | -| 绿 | 刚玉戒指 | 5 | 免伤 | +25% | - | - | - | - | -| 绿 | 烈阳吊坠 | 4 | 攻击 | +50% | - | - | - | - | -| 绿 | 烈阳吊坠 | 5 | 攻击 | +55% | - | - | - | - | -| 绿 | 雷暴耳饰 | 4 | 暴伤 | +35% | - | - | - | - | -| 极 | 雷暴耳饰 | 5 | 暴伤 | +40% | - | - | - | - | -| 绿 | 迷雾指环 | 4 | 闪避 | +10% | - | - | - | - | -| 绿 | 迷雾指环 | 5 | 闪避 | +15% | - | - | - | - | -| 绿 | 荆棘挂饰 | 4 | 反伤 | +15% | - | - | - | - | -| 绿 | 荆棘挂饰 | 5 | 反伤 | +20% | - | - | - | - | +| 品质 | 名称 | 属性类型 | 属性值 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | +|------|------------|----------|--------|-----------|---------|----------|--------| +| 绿 | 磐石徽章 | HP加成 | +60% | - | - | - | - | +| 绿 | 刚玉戒指 | 免伤 | +25% | - | - | - | - | +| 绿 | 烈阳吊坠 | 攻击 | +55% | - | - | - | - | +| 极 | 雷暴耳饰 | 暴伤 | +40% | - | - | - | - | +| 绿 | 迷雾指环 | 闪避 | +15% | - | - | - | - | +| 绿 | 荆棘挂饰 | 反伤 | +20% | - | - | - | - | ## 🔵 蓝色品质饰品(天文现象系列) -| 品质 | 名称 | 等级 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | -|------|------------|------|-----------|---------|-----------|---------|----------|--------| -| 蓝 | 星辉徽章 | 4 | HP加成 | +35% | 免伤 | +15% | - | - | -| 蓝 | 星辉徽章 | 5 | HP加成 | +40% | 免伤 | +20% | - | - | -| 蓝 | 霜晶戒指 | 4 | 攻击 | +35% | 暴伤 | +25% | - | - | -| 蓝 | 霜晶戒指 | 5 | 攻击 | +40% | 暴伤 | +30% | - | - | -| 蓝 | 流光吊坠 | 4 | HP加成 | +30% | 闪避 | +10% | - | - | -| 蓝 | 流光吊坠 | 5 | HP加成 | +35% | 闪避 | +15% | - | - | -| 蓝 | 地脉指环 | 4 | 免伤 | +15% | 反伤 | +10% | - | - | -| 蓝 | 地脉指环 | 5 | 免伤 | +20% | 反伤 | +15% | - | - | -| 蓝 | 炎阳耳饰 | 4 | 攻击 | +40% | 闪避 | +5% | - | - | -| 蓝 | 炎阳耳饰 | 5 | 攻击 | +45% | 闪避 | +10% | - | - | -| 蓝 | 潮汐挂饰 | 4 | 暴伤 | +30% | 反伤 | +10% | - | - | -| 蓝 | 潮汐挂饰 | 5 | 暴伤 | +35% | 反伤 | +15% | - | - | +| 品质 | 名称 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | +|------|------------|-----------|---------|-----------|---------|----------|--------| +| 蓝 | 星辉徽章 | HP加成 | +40% | 免伤 | +20% | - | - | +| 蓝 | 霜晶戒指 | 攻击 | +40% | 暴伤 | +30% | - | - | +| 蓝 | 流光吊坠 | HP加成 | +35% | 闪避 | +15% | - | - | +| 蓝 | 地脉指环 | 免伤 | +20% | 反伤 | +15% | - | - | +| 蓝 | 炎阳耳饰 | 攻击 | +45% | 闪避 | +10% | - | - | +| 蓝 | 潮汐挂饰 | 暴伤 | +35% | 反伤 | +15% | - | - | ## 🟣 紫色品质饰品(神话概念系列) -| 品质 | 名称 | 等级 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | -|------|------------|------|-----------|---------|-----------|---------|------------------|--------| -| 紫 | 天穹徽章 | 4 | HP加成 | +40% | 免伤 | +15% | 攻击触发属性增加的值额外加值 | 1 | -| 紫 | 天穹徽章 | 5 | HP加成 | +45% | 免伤 | +20% | 攻击触发属性增加的值额外加值 | 2 | -| 紫 | 神木戒指 | 4 | 攻击 | +45% | 暴伤 | +30% | 改成暴击 | 5% | -| 紫 | 神木戒指 | 5 | 攻击 | +50% | 暴伤 | +35% | 改成暴击 | 10% | -| 紫 | 日曜吊坠 | 4 | HP加成 | +35% | 攻击 | +40% | 攻击n次后增加主将攻击力 | 1 | -| 紫 | 日曜吊坠 | 5 | HP加成 | +40% | 攻击 | +45% | 攻击n次后增加主将攻击力 | 2| -| 紫 | 月影指环 | 4 | 免伤 | +15% | 暴伤 | +30% | 攻击n次后增加主将生命值 | 5 | -| 紫 | 月影指环 | 5 | 免伤 | +20% | 暴伤 | +35% | 攻击n次后增加主将生命值 | 10 | -| 紫 | 星尘耳饰 | 4 | 闪避 | +10% | 攻击 | +45% | 改成技能cd减少 | -10% | -| 紫 | 星尘耳饰 | 5 | 闪避 | +15% | 攻击 | +50% | 改成技能cd减少 | -20% | -| 紫 | 深渊挂饰 | 4 | 反伤 | +10% | HP加成 | +45% | 穿刺 | 1 | -| 紫 | 深渊挂饰 | 5 | 反伤 | +15% | HP加成 | +50% | 穿刺 | 2 | -| 紫 | 永夜徽章 | 4 | 免伤 | +20% | 暴伤 | +30% | 双倍受击触发 | 1 | -| 紫 | 永夜徽章 | 5 | 免伤 | +25% | 暴伤 | +35% | 双倍受击触发 | 2 | +| 品质 | 名称 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | +|------|------------|-----------|---------|-----------|---------|------------------|--------| +| 紫 | 天穹徽章 | HP加成 | +45% | 免伤 | +20% | 攻击触发属性增加的值额外加值 | 2 | +| 紫 | 神木戒指 | 攻击 | +50% | 暴伤 | +35% | 改成暴击 | 10% | +| 紫 | 日曜吊坠 | HP加成 | +40% | 攻击 | +45% | 攻击n次后增加主将攻击力 | 2| +| 紫 | 月影指环 | 免伤 | +20% | 暴伤 | +35% | 攻击n次后增加主将生命值 | 10 | +| 紫 | 星尘耳饰 | 闪避 | +15% | 攻击 | +50% | 改成技能cd减少 | -20% | +| 紫 | 深渊挂饰 | 反伤 | +15% | HP加成 | +50% | 穿刺 | 2 | +| 紫 | 永夜徽章 | 免伤 | +25% | 暴伤 | +35% | 双倍受击触发 | 2 |