简化 强化选项
This commit is contained in:
@@ -236,7 +236,28 @@ export const accessoryItems = [
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// 永夜戒指
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7447, 7547,
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];
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//build 流派
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export const build_list = {
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CRIT:1,//暴击流
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DODGE:2,//闪避流
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REFLECT:3,//反伤流
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ATKUP:4,//攻击增益流
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SPEED:5,//高速流
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BURN:6,//叠伤流
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PUNCTURE:7,//穿透流
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WFUNY:8,//风怒流
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}
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//build 说明
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export const build_info = {
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[build_list.CRIT]: "暴击流",
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[build_list.DODGE]: "闪避流",
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[build_list.REFLECT]: "反伤流",
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[build_list.ATKUP]: "攻击增益流",
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[build_list.SPEED]: "高速流",
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[build_list.BURN]: "叠伤流",
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[build_list.PUNCTURE]: "穿透流",
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[build_list.WFUNY]: "风怒流",
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}
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export const weapons = [...swordWeapons, ...axeWeapons, ...hammerWeapons, ...knifeWeapons];
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export const armors = [...shieldArmors];
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export const accessorys = [...accessoryItems];
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@@ -345,6 +366,7 @@ export interface EquipData {
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info: string; // 装备描述
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special_attr: EquipSpecialAttrData[]; // 特殊属性数组
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buff: EquipAttribute[]; // 属性加成列表
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build?: number[]; // 流派(可选)
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}
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export const EquipInfo: { [key: number]: EquipData } = {
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@@ -358,6 +380,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["穿刺短剑"],
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info: "攻击力增加50%,穿透1个目标",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -373,6 +396,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋长剑"],
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info: "攻击力增加70%,穿透2个目标,10%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 70, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -389,6 +413,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞穿刺者"],
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info: "攻击力增加95%,穿透3个目标,20%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 95, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -407,6 +432,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["穿刺短剑"],
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info: "攻击力增加80%,穿透1个目标",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -422,6 +448,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋长剑"],
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info: "攻击力增加110%,穿透2个目标,15%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -438,6 +465,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞穿刺者"],
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info: "攻击力增加140%,穿透3个目标,25%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -456,6 +484,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["穿刺短剑"],
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info: "攻击力增加110%,穿透1个目标",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -471,6 +500,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋长剑"],
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info: "攻击力增加150%,穿透2个目标,20%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -487,6 +517,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞穿刺者"],
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info: "攻击力增加185%,穿透3个目标,30%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 185, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -505,6 +536,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["穿刺短剑"],
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info: "攻击力增加140%,穿透1个目标",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -520,6 +552,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋长剑"],
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info: "攻击力增加190%,穿透2个目标,25%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -536,6 +569,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞穿刺者"],
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info: "攻击力增加240%,穿透3个目标,35%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -552,6 +586,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["冰霜穿刺者"],
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info: "攻击力增加240%,穿透3个目标,冰冻概率20%",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -570,6 +605,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["穿刺短剑"],
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info: "攻击力增加170%,穿透1个目标",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 170, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -585,6 +621,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋长剑"],
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info: "攻击力增加230%,穿透2个目标,30%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 230, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -601,6 +638,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞穿刺者"],
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info: "攻击力增加290%,穿透3个目标,40%穿刺伤害",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 290, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -617,6 +655,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["冰霜穿刺者"],
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info: "攻击力增加290%,穿透3个目标,冰冻概率25%",
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special_attr: [],
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build: [build_list.PUNCTURE],
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buff: [
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{ type: BuffAttr.ATK, value: 290, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20%
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@@ -637,6 +676,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["风暴战斧"],
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info: "攻击力增加100%,风怒概率20%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 100, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -652,6 +692,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋巨斧"],
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info: "攻击力增加130%,风怒概率30%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 130, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -667,6 +708,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞撕裂者"],
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info: "攻击力增加160%,风怒概率40%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 160, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -684,6 +726,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["风暴战斧"],
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info: "攻击力增加130%,风怒概率25%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 130, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -699,6 +742,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋巨斧"],
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info: "攻击力增加170%,风怒概率35%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 170, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -714,6 +758,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞撕裂者"],
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info: "攻击力增加200%,风怒概率45%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 200, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -731,6 +776,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["风暴战斧"],
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info: "攻击力增加160%,风怒概率30%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 160, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -746,6 +792,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["寒锋巨斧"],
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info: "攻击力增加210%,风怒概率40%",
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 210, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -761,6 +808,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["龙鳞撕裂者"],
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info: "攻击力增加240%,风怒概率50%",
|
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special_attr: [],
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build: [build_list.WFUNY],
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buff: [
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{ type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
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@@ -778,6 +826,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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path: EPath["风暴战斧"],
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info: "攻击力增加190%,风怒概率35%",
|
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special_attr: [],
|
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build: [build_list.WFUNY],
|
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buff: [
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{ type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO },
|
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{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
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@@ -793,6 +842,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
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path: EPath["寒锋巨斧"],
|
||||
info: "攻击力增加250%,风怒概率45%",
|
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special_attr: [],
|
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build: [build_list.WFUNY],
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buff: [
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||||
{ type: BuffAttr.ATK, value: 250, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
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@@ -808,6 +858,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["龙鳞撕裂者"],
|
||||
info: "攻击力增加280%,风怒概率75%,击退概率24%",
|
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special_attr: [],
|
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build: [build_list.WFUNY],
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||||
buff: [
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||||
{ type: BuffAttr.ATK, value: 280, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
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@@ -824,6 +875,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -842,6 +894,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["风暴战斧"],
|
||||
info: "攻击力增加220%,风怒概率40%",
|
||||
special_attr: [],
|
||||
build: [build_list.WFUNY],
|
||||
buff: [
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||||
{ type: BuffAttr.ATK, value: 220, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
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@@ -857,6 +910,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
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path: EPath["寒锋巨斧"],
|
||||
info: "攻击力增加280%,风怒概率50%",
|
||||
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%
|
||||
@@ -872,6 +926,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.WFUNY],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 340, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
||||
@@ -888,6 +943,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.WFUNY],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 0, target: EquipAttrTarget.HERO }, // CD修正0%
|
||||
@@ -908,6 +964,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -924,6 +981,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -940,6 +998,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -958,6 +1017,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -974,6 +1034,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -990,6 +1051,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1008,6 +1070,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1024,6 +1087,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1040,6 +1104,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1058,6 +1123,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1074,6 +1140,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1090,6 +1157,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1106,6 +1174,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1124,6 +1193,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["碎骨战锤"],
|
||||
info: "攻击力增加240%,暴击率20%,暴击伤害+35%",
|
||||
special_attr: [],
|
||||
build: [build_list.CRIT],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
@@ -1140,6 +1210,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["雷霆重锤"],
|
||||
info: "攻击力增加310%,暴击率25%,暴击伤害+45%",
|
||||
special_attr: [],
|
||||
build: [build_list.CRIT],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 310, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
@@ -1156,6 +1227,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.CRIT],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 360, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
@@ -1173,6 +1245,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.CRIT],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 360, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: 6.7, target: EquipAttrTarget.HERO }, // CD修正+6.7%
|
||||
@@ -1193,6 +1266,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1208,6 +1282,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1223,6 +1298,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1240,6 +1316,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1255,6 +1332,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1270,6 +1348,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1287,6 +1366,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1302,6 +1382,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1317,6 +1398,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1334,6 +1416,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1349,6 +1432,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1364,6 +1448,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1380,6 +1465,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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%
|
||||
@@ -1398,6 +1484,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["影刃"],
|
||||
info: "攻击力增加180%,攻击施加易伤(25%)",
|
||||
special_attr: [],
|
||||
build: [build_list.BURN],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 180, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: -26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7%
|
||||
@@ -1413,6 +1500,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
path: EPath["寒月双刃"],
|
||||
info: "攻击力增加245%,攻击施加易伤(35%)",
|
||||
special_attr: [],
|
||||
build: [build_list.BURN],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 245, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: -26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7%
|
||||
@@ -1428,6 +1516,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.BURN],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: -26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7%
|
||||
@@ -1444,6 +1533,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
||||
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: [],
|
||||
build: [build_list.BURN],
|
||||
buff: [
|
||||
{ type: BuffAttr.ATK, value: 300, target: EquipAttrTarget.HERO },
|
||||
{ type: BuffAttr.ATK_CD, value: -26.7, target: EquipAttrTarget.HERO }, // CD修正-26.7%
|
||||
|
||||
306
assets/script/game/common/config/LevelUp.ts
Normal file
306
assets/script/game/common/config/LevelUp.ts
Normal file
@@ -0,0 +1,306 @@
|
||||
/*
|
||||
* 肉鸽游戏玩家升级强化选项配置表
|
||||
* 提供玩家升级后的属性强化选择
|
||||
*/
|
||||
|
||||
import { BuffAttr } from "./SkillSet"
|
||||
import { Quality } from "./CardSet"
|
||||
|
||||
// 强化类型枚举
|
||||
export const EnhancementType = {
|
||||
ATTACK: 1, // 攻击力强化
|
||||
HEALTH: 2, // 生命值强化
|
||||
ATTACK_SPEED: 3, // 攻击速度强化
|
||||
SPECIAL: 4, // 特殊效果强化
|
||||
}
|
||||
|
||||
// 玩家强化等级追踪
|
||||
export interface PlayerEnhancementProgress {
|
||||
[EnhancementType.ATTACK]: number;
|
||||
[EnhancementType.HEALTH]: number;
|
||||
[EnhancementType.ATTACK_SPEED]: number;
|
||||
[EnhancementType.SPECIAL]: number;
|
||||
}
|
||||
|
||||
// 默认强化进度(所有强化都从0级开始)
|
||||
export const defaultEnhancementProgress: PlayerEnhancementProgress = {
|
||||
[EnhancementType.ATTACK]: 0,
|
||||
[EnhancementType.HEALTH]: 0,
|
||||
[EnhancementType.ATTACK_SPEED]: 0,
|
||||
[EnhancementType.SPECIAL]: 0,
|
||||
};
|
||||
|
||||
// 强化选项配置表(按等级分类)
|
||||
export const EnhancementOptions = {
|
||||
// 攻击力强化选项
|
||||
[EnhancementType.ATTACK]: {
|
||||
1: {
|
||||
name: "力量训练 I",
|
||||
description: "攻击力 +5",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 5,
|
||||
icon: "attack_1",
|
||||
rarity: "common"
|
||||
},
|
||||
2: {
|
||||
name: "力量训练 II",
|
||||
description: "攻击力 +12",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 12,
|
||||
icon: "attack_2",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
3: {
|
||||
name: "力量训练 III",
|
||||
description: "攻击力 +20",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 20,
|
||||
icon: "attack_3",
|
||||
rarity: "rare"
|
||||
},
|
||||
4: {
|
||||
name: "力量训练 IV",
|
||||
description: "攻击力 +35",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 35,
|
||||
icon: "attack_4",
|
||||
rarity: "epic"
|
||||
},
|
||||
5: {
|
||||
name: "力量训练 V",
|
||||
description: "攻击力 +50",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 50,
|
||||
icon: "attack_5",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 生命值强化选项
|
||||
[EnhancementType.HEALTH]: {
|
||||
1: {
|
||||
name: "体质增强 I",
|
||||
description: "生命值 +10",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 10,
|
||||
icon: "health_1",
|
||||
rarity: "common"
|
||||
},
|
||||
2: {
|
||||
name: "体质增强 II",
|
||||
description: "生命值 +25",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 25,
|
||||
icon: "health_2",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
3: {
|
||||
name: "体质增强 III",
|
||||
description: "生命值 +40",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 40,
|
||||
icon: "health_3",
|
||||
rarity: "rare"
|
||||
},
|
||||
4: {
|
||||
name: "体质增强 IV",
|
||||
description: "生命值 +65",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 65,
|
||||
icon: "health_4",
|
||||
rarity: "epic"
|
||||
},
|
||||
5: {
|
||||
name: "体质增强 V",
|
||||
description: "生命值 +100",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 100,
|
||||
icon: "health_5",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 攻击速度强化选项
|
||||
[EnhancementType.ATTACK_SPEED]: {
|
||||
1: {
|
||||
name: "快速出手 I",
|
||||
description: "攻击速度 +8%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -8, // 负值表示减少CD,即提升攻击速度
|
||||
icon: "speed_1",
|
||||
rarity: "common"
|
||||
},
|
||||
2: {
|
||||
name: "快速出手 II",
|
||||
description: "攻击速度 +15%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -15,
|
||||
icon: "speed_2",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
3: {
|
||||
name: "快速出手 III",
|
||||
description: "攻击速度 +25%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -25,
|
||||
icon: "speed_3",
|
||||
rarity: "rare"
|
||||
},
|
||||
4: {
|
||||
name: "快速出手 IV",
|
||||
description: "攻击速度 +40%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -40,
|
||||
icon: "speed_4",
|
||||
rarity: "epic"
|
||||
},
|
||||
5: {
|
||||
name: "快速出手 V",
|
||||
description: "攻击速度 +60%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -60,
|
||||
icon: "speed_5",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
// 强化选项接口定义
|
||||
export interface EnhancementOption {
|
||||
name: string;
|
||||
description: string;
|
||||
buffType: number;
|
||||
value: number;
|
||||
icon: string;
|
||||
rarity: string;
|
||||
}
|
||||
|
||||
// 获取随机强化选项(基于玩家当前强化进度)
|
||||
export function getEnhancement(playerProgress: PlayerEnhancementProgress, count: number = 3): EnhancementOption[] {
|
||||
const options: EnhancementOption[] = [];
|
||||
const enhancementTypes = Object.values(EnhancementType);
|
||||
|
||||
// 随机选择强化类型
|
||||
const selectedTypes = [];
|
||||
const shuffledTypes = [...enhancementTypes];
|
||||
|
||||
// 随机打乱数组
|
||||
for (let i = shuffledTypes.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[shuffledTypes[i], shuffledTypes[j]] = [shuffledTypes[j], shuffledTypes[i]];
|
||||
}
|
||||
|
||||
// 选择指定数量的强化类型
|
||||
for (let i = 0; i < count && i < shuffledTypes.length; i++) {
|
||||
selectedTypes.push(shuffledTypes[i]);
|
||||
}
|
||||
|
||||
// 为每个类型生成对应等级的选项
|
||||
selectedTypes.forEach(type => {
|
||||
const currentLevel = playerProgress[type] || 0;
|
||||
const nextLevel = Math.min(currentLevel + 1, 5); // 最大等级为5
|
||||
|
||||
const option = EnhancementOptions[type]?.[nextLevel];
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
});
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 获取指定类型和等级的强化选项
|
||||
export function getEnhancementOptionByTypeAndLevel(type: number, level: number): EnhancementOption | null {
|
||||
return EnhancementOptions[type]?.[level] || null;
|
||||
}
|
||||
|
||||
// 获取所有可用的强化类型
|
||||
export function getAllEnhancementTypes(): number[] {
|
||||
return Object.values(EnhancementType);
|
||||
}
|
||||
|
||||
// 获取指定等级的所有强化选项
|
||||
export function getEnhancementOptionsByLevel(level: number): EnhancementOption[] {
|
||||
const options: EnhancementOption[] = [];
|
||||
|
||||
for (const type of Object.values(EnhancementType)) {
|
||||
const option = EnhancementOptions[type]?.[level];
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
}
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 更新玩家强化进度
|
||||
export function updatePlayerEnhancementProgress(
|
||||
progress: PlayerEnhancementProgress,
|
||||
type: number,
|
||||
levelIncrease: number = 1
|
||||
): PlayerEnhancementProgress {
|
||||
const newProgress = { ...progress };
|
||||
const currentLevel = newProgress[type] || 0;
|
||||
newProgress[type] = Math.min(currentLevel + levelIncrease, 5); // 最大等级为5
|
||||
return newProgress;
|
||||
}
|
||||
|
||||
// 检查某个强化类型是否还能继续升级
|
||||
export function canEnhancementUpgrade(progress: PlayerEnhancementProgress, type: number): boolean {
|
||||
const currentLevel = progress[type] || 0;
|
||||
return currentLevel < 5; // 最大等级为5
|
||||
}
|
||||
|
||||
// 获取某个强化类型的下一级选项
|
||||
export function getNextLevelOption(progress: PlayerEnhancementProgress, type: number): EnhancementOption | null {
|
||||
if (!canEnhancementUpgrade(progress, type)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const currentLevel = progress[type] || 0;
|
||||
const nextLevel = currentLevel + 1;
|
||||
return getEnhancementOptionByTypeAndLevel(type, nextLevel);
|
||||
}
|
||||
|
||||
// 获取可升级的强化选项(排除已满级的)
|
||||
export function getUpgradeableEnhancementOptions(progress: PlayerEnhancementProgress, count: number = 3): EnhancementOption[] {
|
||||
const options: EnhancementOption[] = [];
|
||||
const enhancementTypes = Object.values(EnhancementType);
|
||||
|
||||
// 筛选出可以升级的强化类型
|
||||
const upgradeableTypes = enhancementTypes.filter(type => canEnhancementUpgrade(progress, type));
|
||||
|
||||
if (upgradeableTypes.length === 0) {
|
||||
return options; // 没有可升级的选项
|
||||
}
|
||||
|
||||
// 随机打乱可升级的类型
|
||||
const shuffledTypes = [...upgradeableTypes];
|
||||
for (let i = shuffledTypes.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[shuffledTypes[i], shuffledTypes[j]] = [shuffledTypes[j], shuffledTypes[i]];
|
||||
}
|
||||
|
||||
// 选择指定数量的强化类型
|
||||
const selectedTypes = shuffledTypes.slice(0, Math.min(count, shuffledTypes.length));
|
||||
|
||||
// 为每个类型生成下一级选项
|
||||
selectedTypes.forEach(type => {
|
||||
const option = getNextLevelOption(progress, type);
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
});
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 获取玩家某个强化类型的当前等级
|
||||
export function getEnhancementLevel(progress: PlayerEnhancementProgress, type: number): number {
|
||||
return progress[type] || 0;
|
||||
}
|
||||
|
||||
// 获取玩家所有强化的总等级
|
||||
export function getTotalEnhancementLevel(progress: PlayerEnhancementProgress): number {
|
||||
return Object.values(progress).reduce((total, level) => total + level, 0);
|
||||
}
|
||||
@@ -1,604 +0,0 @@
|
||||
/*
|
||||
* 肉鸽游戏玩家升级强化选项配置表
|
||||
* 提供玩家升级后的属性强化选择
|
||||
*/
|
||||
|
||||
import { BuffAttr } from "./SkillSet"
|
||||
import { Quality } from "./CardSet"
|
||||
|
||||
// 强化类型枚举
|
||||
export const EnhancementType = {
|
||||
ATTACK: 1, // 攻击力强化
|
||||
HEALTH: 2, // 生命值强化
|
||||
ATTACK_SPEED: 3, // 攻击速度强化
|
||||
CRITICAL: 4, // 暴击率强化
|
||||
CRITICAL_DMG: 5, // 暴击伤害强化
|
||||
DODGE: 6, // 闪避率强化
|
||||
DEFENSE: 7, // 防御力强化
|
||||
SKILL_CD: 8, // 技能冷却强化
|
||||
SKILL_DMG: 9, // 技能伤害强化
|
||||
SPECIAL: 10, // 特殊效果强化
|
||||
}
|
||||
|
||||
// 强化品质权重配置
|
||||
export const EnhancementQualityWeight = {
|
||||
[Quality.WHITE]: 0.4, // 白色品质 40%概率
|
||||
[Quality.GREEN]: 0.3, // 绿色品质 30%概率
|
||||
[Quality.BLUE]: 0.2, // 蓝色品质 20%概率
|
||||
[Quality.PURPLE]: 0.08, // 紫色品质 8%概率
|
||||
[Quality.ORANGE]: 0.02, // 橙色品质 2%概率
|
||||
}
|
||||
|
||||
// 强化选项配置表
|
||||
export const EnhancementOptions = {
|
||||
// 攻击力强化选项
|
||||
[EnhancementType.ATTACK]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "力量训练",
|
||||
description: "攻击力 +5",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 5,
|
||||
icon: "attack_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "武器精通",
|
||||
description: "攻击力 +12",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 12,
|
||||
icon: "attack_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "战斗大师",
|
||||
description: "攻击力 +20",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 20,
|
||||
icon: "attack_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "战神附体",
|
||||
description: "攻击力 +35",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 35,
|
||||
icon: "attack_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "毁灭之力",
|
||||
description: "攻击力 +50",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 50,
|
||||
icon: "attack_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 生命值强化选项
|
||||
[EnhancementType.HEALTH]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "体质增强",
|
||||
description: "生命值 +10",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 10,
|
||||
icon: "health_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "生命源泉",
|
||||
description: "生命值 +25",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 25,
|
||||
icon: "health_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "不朽之躯",
|
||||
description: "生命值 +40",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 40,
|
||||
icon: "health_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "永恒生命",
|
||||
description: "生命值 +65",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 65,
|
||||
icon: "health_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "不死之身",
|
||||
description: "生命值 +100",
|
||||
buffType: BuffAttr.HP,
|
||||
value: 100,
|
||||
icon: "health_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 攻击速度强化选项
|
||||
[EnhancementType.ATTACK_SPEED]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "快速出手",
|
||||
description: "攻击速度 +8%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -8, // 负值表示减少CD,即提升攻击速度
|
||||
icon: "speed_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "疾风连击",
|
||||
description: "攻击速度 +15%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -15,
|
||||
icon: "speed_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "闪电打击",
|
||||
description: "攻击速度 +25%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -25,
|
||||
icon: "speed_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "时间加速",
|
||||
description: "攻击速度 +40%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -40,
|
||||
icon: "speed_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "无限连击",
|
||||
description: "攻击速度 +60%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -60,
|
||||
icon: "speed_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 暴击率强化选项
|
||||
[EnhancementType.CRITICAL]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "精准打击",
|
||||
description: "暴击率 +5%",
|
||||
buffType: BuffAttr.CRITICAL,
|
||||
value: 5,
|
||||
icon: "crit_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "致命瞄准",
|
||||
description: "暴击率 +12%",
|
||||
buffType: BuffAttr.CRITICAL,
|
||||
value: 12,
|
||||
icon: "crit_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "弱点洞察",
|
||||
description: "暴击率 +20%",
|
||||
buffType: BuffAttr.CRITICAL,
|
||||
value: 20,
|
||||
icon: "crit_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "必杀一击",
|
||||
description: "暴击率 +30%",
|
||||
buffType: BuffAttr.CRITICAL,
|
||||
value: 30,
|
||||
icon: "crit_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "绝对暴击",
|
||||
description: "暴击率 +45%",
|
||||
buffType: BuffAttr.CRITICAL,
|
||||
value: 45,
|
||||
icon: "crit_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 暴击伤害强化选项
|
||||
[EnhancementType.CRITICAL_DMG]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "重击训练",
|
||||
description: "暴击伤害 +15%",
|
||||
buffType: BuffAttr.CRITICAL_DMG,
|
||||
value: 15,
|
||||
icon: "critdmg_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "致命一击",
|
||||
description: "暴击伤害 +25%",
|
||||
buffType: BuffAttr.CRITICAL_DMG,
|
||||
value: 25,
|
||||
icon: "critdmg_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "毁灭打击",
|
||||
description: "暴击伤害 +40%",
|
||||
buffType: BuffAttr.CRITICAL_DMG,
|
||||
value: 40,
|
||||
icon: "critdmg_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "死亡之舞",
|
||||
description: "暴击伤害 +60%",
|
||||
buffType: BuffAttr.CRITICAL_DMG,
|
||||
value: 60,
|
||||
icon: "critdmg_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "终结一击",
|
||||
description: "暴击伤害 +100%",
|
||||
buffType: BuffAttr.CRITICAL_DMG,
|
||||
value: 100,
|
||||
icon: "critdmg_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 闪避率强化选项
|
||||
[EnhancementType.DODGE]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "灵活身法",
|
||||
description: "闪避率 +5%",
|
||||
buffType: BuffAttr.DODGE,
|
||||
value: 5,
|
||||
icon: "dodge_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "鬼魅步法",
|
||||
description: "闪避率 +12%",
|
||||
buffType: BuffAttr.DODGE,
|
||||
value: 12,
|
||||
icon: "dodge_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "幻影迷踪",
|
||||
description: "闪避率 +20%",
|
||||
buffType: BuffAttr.DODGE,
|
||||
value: 20,
|
||||
icon: "dodge_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "时空闪避",
|
||||
description: "闪避率 +30%",
|
||||
buffType: BuffAttr.DODGE,
|
||||
value: 30,
|
||||
icon: "dodge_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "绝对闪避",
|
||||
description: "闪避率 +45%",
|
||||
buffType: BuffAttr.DODGE,
|
||||
value: 45,
|
||||
icon: "dodge_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 防御力强化选项
|
||||
[EnhancementType.DEFENSE]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "铁布衫",
|
||||
description: "防御力 +8%",
|
||||
buffType: BuffAttr.DEF,
|
||||
value: 8,
|
||||
icon: "def_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "金刚不坏",
|
||||
description: "防御力 +15%",
|
||||
buffType: BuffAttr.DEF,
|
||||
value: 15,
|
||||
icon: "def_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "护体神功",
|
||||
description: "防御力 +25%",
|
||||
buffType: BuffAttr.DEF,
|
||||
value: 25,
|
||||
icon: "def_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "无敌金身",
|
||||
description: "防御力 +40%",
|
||||
buffType: BuffAttr.DEF,
|
||||
value: 40,
|
||||
icon: "def_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "绝对防御",
|
||||
description: "防御力 +60%",
|
||||
buffType: BuffAttr.DEF,
|
||||
value: 60,
|
||||
icon: "def_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 技能冷却强化选项
|
||||
[EnhancementType.SKILL_CD]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "快速施法",
|
||||
description: "技能冷却 -8%",
|
||||
buffType: BuffAttr.SKILL_CD,
|
||||
value: -8,
|
||||
icon: "skillcd_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "法术精通",
|
||||
description: "技能冷却 -15%",
|
||||
buffType: BuffAttr.SKILL_CD,
|
||||
value: -15,
|
||||
icon: "skillcd_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "瞬发法术",
|
||||
description: "技能冷却 -25%",
|
||||
buffType: BuffAttr.SKILL_CD,
|
||||
value: -25,
|
||||
icon: "skillcd_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "无限法术",
|
||||
description: "技能冷却 -40%",
|
||||
buffType: BuffAttr.SKILL_CD,
|
||||
value: -40,
|
||||
icon: "skillcd_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "法术永动",
|
||||
description: "技能冷却 -60%",
|
||||
buffType: BuffAttr.SKILL_CD,
|
||||
value: -60,
|
||||
icon: "skillcd_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 技能伤害强化选项
|
||||
[EnhancementType.SKILL_DMG]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "法术强化",
|
||||
description: "技能伤害 +10%",
|
||||
buffType: BuffAttr.SKILL_DMG,
|
||||
value: 10,
|
||||
icon: "skilldmg_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "法术增幅",
|
||||
description: "技能伤害 +20%",
|
||||
buffType: BuffAttr.SKILL_DMG,
|
||||
value: 20,
|
||||
icon: "skilldmg_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "法术爆发",
|
||||
description: "技能伤害 +35%",
|
||||
buffType: BuffAttr.SKILL_DMG,
|
||||
value: 35,
|
||||
icon: "skilldmg_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "法术毁灭",
|
||||
description: "技能伤害 +55%",
|
||||
buffType: BuffAttr.SKILL_DMG,
|
||||
value: 55,
|
||||
icon: "skilldmg_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "法术终结",
|
||||
description: "技能伤害 +80%",
|
||||
buffType: BuffAttr.SKILL_DMG,
|
||||
value: 80,
|
||||
icon: "skilldmg_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
},
|
||||
|
||||
// 特殊效果强化选项
|
||||
[EnhancementType.SPECIAL]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "风怒之力",
|
||||
description: "攻击时有10%概率触发风怒",
|
||||
buffType: BuffAttr.WFUNY,
|
||||
value: 10,
|
||||
icon: "special_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.GREEN]: {
|
||||
name: "穿刺箭矢",
|
||||
description: "攻击穿透1个额外目标",
|
||||
buffType: BuffAttr.PUNCTURE,
|
||||
value: 1,
|
||||
icon: "special_green",
|
||||
rarity: "uncommon"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "冰冻打击",
|
||||
description: "攻击有15%概率冰冻敌人",
|
||||
buffType: BuffAttr.FROST_RATIO,
|
||||
value: 15,
|
||||
icon: "special_blue",
|
||||
rarity: "rare"
|
||||
},
|
||||
[Quality.PURPLE]: {
|
||||
name: "眩晕重击",
|
||||
description: "攻击有20%概率眩晕敌人",
|
||||
buffType: BuffAttr.STUN_RATTO,
|
||||
value: 20,
|
||||
icon: "special_purple",
|
||||
rarity: "epic"
|
||||
},
|
||||
[Quality.ORANGE]: {
|
||||
name: "多重打击",
|
||||
description: "攻击穿透2个额外目标,伤害提升30%",
|
||||
buffType: BuffAttr.PUNCTURE,
|
||||
value: 2,
|
||||
icon: "special_orange",
|
||||
rarity: "legendary"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 强化选项接口定义
|
||||
export interface EnhancementOption {
|
||||
name: string;
|
||||
description: string;
|
||||
buffType: number;
|
||||
value: number;
|
||||
icon: string;
|
||||
rarity: string;
|
||||
}
|
||||
|
||||
// 获取随机强化选项
|
||||
export function getRandomEnhancementOptions(count: number = 3): EnhancementOption[] {
|
||||
const options: EnhancementOption[] = [];
|
||||
const enhancementTypes = Object.values(EnhancementType);
|
||||
|
||||
// 随机选择强化类型
|
||||
const selectedTypes = [];
|
||||
while (selectedTypes.length < count && enhancementTypes.length > 0) {
|
||||
const randomIndex = Math.floor(Math.random() * enhancementTypes.length);
|
||||
const type = enhancementTypes.splice(randomIndex, 1)[0];
|
||||
selectedTypes.push(type);
|
||||
}
|
||||
|
||||
// 为每个类型生成随机品质的选项
|
||||
selectedTypes.forEach(type => {
|
||||
const quality = getRandomQuality();
|
||||
const option = EnhancementOptions[type]?.[quality];
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
});
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 根据权重获取随机品质
|
||||
export function getRandomQuality(): number {
|
||||
const random = Math.random();
|
||||
let cumulativeWeight = 0;
|
||||
|
||||
for (const [quality, weight] of Object.entries(EnhancementQualityWeight)) {
|
||||
cumulativeWeight += weight;
|
||||
if (random <= cumulativeWeight) {
|
||||
return parseInt(quality);
|
||||
}
|
||||
}
|
||||
|
||||
return Quality.WHITE; // 默认返回白色品质
|
||||
}
|
||||
|
||||
// 获取指定类型的强化选项(用于测试或特定需求)
|
||||
export function getEnhancementOptionByType(type: number, quality: number): EnhancementOption | null {
|
||||
return EnhancementOptions[type]?.[quality] || null;
|
||||
}
|
||||
|
||||
// 获取所有可用的强化类型
|
||||
export function getAllEnhancementTypes(): number[] {
|
||||
return Object.values(EnhancementType);
|
||||
}
|
||||
|
||||
// 获取指定品质的所有强化选项
|
||||
export function getEnhancementOptionsByQuality(quality: number): EnhancementOption[] {
|
||||
const options: EnhancementOption[] = [];
|
||||
|
||||
for (const type of Object.values(EnhancementType)) {
|
||||
const option = EnhancementOptions[type]?.[quality];
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
}
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 根据玩家等级调整强化选项(可选功能)
|
||||
export function getLevelAdjustedEnhancementOptions(playerLevel: number, count: number = 3): EnhancementOption[] {
|
||||
// 根据等级调整品质权重
|
||||
const levelAdjustedWeights = { ...EnhancementQualityWeight };
|
||||
|
||||
if (playerLevel >= 20) {
|
||||
// 高等级玩家有更高概率获得稀有品质
|
||||
levelAdjustedWeights[Quality.WHITE] *= 0.8;
|
||||
levelAdjustedWeights[Quality.GREEN] *= 1.1;
|
||||
levelAdjustedWeights[Quality.BLUE] *= 1.2;
|
||||
levelAdjustedWeights[Quality.PURPLE] *= 1.3;
|
||||
levelAdjustedWeights[Quality.ORANGE] *= 1.5;
|
||||
}
|
||||
|
||||
// 重新归一化权重
|
||||
const totalWeight = Object.values(levelAdjustedWeights).reduce((sum, weight) => sum + weight, 0);
|
||||
for (const quality in levelAdjustedWeights) {
|
||||
levelAdjustedWeights[quality] /= totalWeight;
|
||||
}
|
||||
|
||||
// 使用调整后的权重生成选项
|
||||
const options: EnhancementOption[] = [];
|
||||
const enhancementTypes = Object.values(EnhancementType);
|
||||
|
||||
const selectedTypes = [];
|
||||
while (selectedTypes.length < count && enhancementTypes.length > 0) {
|
||||
const randomIndex = Math.floor(Math.random() * enhancementTypes.length);
|
||||
const type = enhancementTypes.splice(randomIndex, 1)[0];
|
||||
selectedTypes.push(type);
|
||||
}
|
||||
|
||||
selectedTypes.forEach(type => {
|
||||
const quality = getRandomQualityWithWeights(levelAdjustedWeights);
|
||||
const option = EnhancementOptions[type]?.[quality];
|
||||
if (option) {
|
||||
options.push(option);
|
||||
}
|
||||
});
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
// 使用自定义权重获取随机品质
|
||||
function getRandomQualityWithWeights(weights: { [key: number]: number }): number {
|
||||
const random = Math.random();
|
||||
let cumulativeWeight = 0;
|
||||
|
||||
for (const [quality, weight] of Object.entries(weights)) {
|
||||
cumulativeWeight += weight;
|
||||
if (random <= cumulativeWeight) {
|
||||
return parseInt(quality);
|
||||
}
|
||||
}
|
||||
|
||||
return Quality.WHITE;
|
||||
}
|
||||
@@ -1,258 +0,0 @@
|
||||
/*
|
||||
* 肉鸽游戏玩家升级强化系统使用示例
|
||||
* 展示如何在游戏中使用强化选项配置
|
||||
*/
|
||||
|
||||
import {
|
||||
getRandomEnhancementOptions,
|
||||
getLevelAdjustedEnhancementOptions,
|
||||
getEnhancementOptionByType,
|
||||
EnhancementType,
|
||||
EnhancementOption
|
||||
} from "./LevelUpEnhancement"
|
||||
import { BuffAttr } from "./SkillSet"
|
||||
import { Quality } from "./CardSet"
|
||||
|
||||
// 强化管理器类
|
||||
export class EnhancementManager {
|
||||
private playerLevel: number = 1;
|
||||
private appliedEnhancements: EnhancementOption[] = [];
|
||||
|
||||
constructor(initialLevel: number = 1) {
|
||||
this.playerLevel = initialLevel;
|
||||
}
|
||||
|
||||
// 玩家升级时调用,获取强化选项
|
||||
onPlayerLevelUp(): EnhancementOption[] {
|
||||
console.log(`[EnhancementManager]: 玩家升级到 ${this.playerLevel + 1} 级,获取强化选项`);
|
||||
|
||||
// 根据玩家等级获取调整后的强化选项
|
||||
const options = getLevelAdjustedEnhancementOptions(this.playerLevel + 1, 3);
|
||||
|
||||
console.log(`[EnhancementManager]: 获得 ${options.length} 个强化选项:`, options);
|
||||
return options;
|
||||
}
|
||||
|
||||
// 应用选中的强化选项
|
||||
applyEnhancement(option: EnhancementOption): boolean {
|
||||
console.log(`[EnhancementManager]: 应用强化选项: ${option.name}`);
|
||||
|
||||
// 记录应用的强化
|
||||
this.appliedEnhancements.push(option);
|
||||
|
||||
// 根据强化类型应用对应的属性加成
|
||||
this.applyBuffToPlayer(option);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 将强化效果应用到玩家属性
|
||||
private applyBuffToPlayer(option: EnhancementOption): void {
|
||||
const buffType = option.buffType;
|
||||
const value = option.value;
|
||||
|
||||
console.log(`[EnhancementManager]: 应用Buff - 类型: ${buffType}, 数值: ${value}`);
|
||||
|
||||
// 这里应该调用游戏中的属性系统来实际应用效果
|
||||
// 例如:dispatchEvent 到游戏事件系统
|
||||
this.dispatchEnhancementEvent(buffType, value);
|
||||
}
|
||||
|
||||
// 分发强化事件到游戏系统
|
||||
private dispatchEnhancementEvent(buffType: number, value: number): void {
|
||||
// 这里应该调用游戏的事件系统
|
||||
// 例如:oops.message.dispatchEvent('EnhancementApplied', { buffType, value });
|
||||
console.log(`[EnhancementManager]: 分发强化事件 - buffType: ${buffType}, value: ${value}`);
|
||||
}
|
||||
|
||||
// 获取玩家当前等级
|
||||
getPlayerLevel(): number {
|
||||
return this.playerLevel;
|
||||
}
|
||||
|
||||
// 设置玩家等级
|
||||
setPlayerLevel(level: number): void {
|
||||
this.playerLevel = level;
|
||||
}
|
||||
|
||||
// 获取已应用的强化列表
|
||||
getAppliedEnhancements(): EnhancementOption[] {
|
||||
return this.appliedEnhancements;
|
||||
}
|
||||
|
||||
// 获取特定类型的强化统计
|
||||
getEnhancementStats(): { [key: number]: number } {
|
||||
const stats: { [key: number]: number } = {};
|
||||
|
||||
this.appliedEnhancements.forEach(enhancement => {
|
||||
const buffType = enhancement.buffType;
|
||||
if (!stats[buffType]) {
|
||||
stats[buffType] = 0;
|
||||
}
|
||||
stats[buffType] += enhancement.value;
|
||||
});
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
// 重置强化管理器
|
||||
reset(): void {
|
||||
this.appliedEnhancements = [];
|
||||
console.log("[EnhancementManager]: 强化管理器已重置");
|
||||
}
|
||||
}
|
||||
|
||||
// 强化UI管理器示例
|
||||
export class EnhancementUIManager {
|
||||
private enhancementManager: EnhancementManager;
|
||||
|
||||
constructor(enhancementManager: EnhancementManager) {
|
||||
this.enhancementManager = enhancementManager;
|
||||
}
|
||||
|
||||
// 显示升级强化选择界面
|
||||
showLevelUpEnhancementUI(): void {
|
||||
console.log("[EnhancementUIManager]: 显示升级强化选择界面");
|
||||
|
||||
// 获取强化选项
|
||||
const options = this.enhancementManager.onPlayerLevelUp();
|
||||
|
||||
// 这里应该显示UI界面,让玩家选择
|
||||
this.displayEnhancementOptions(options);
|
||||
}
|
||||
|
||||
// 显示强化选项
|
||||
private displayEnhancementOptions(options: EnhancementOption[]): void {
|
||||
console.log("[EnhancementUIManager]: 显示强化选项:");
|
||||
|
||||
options.forEach((option, index) => {
|
||||
console.log(`选项 ${index + 1}: ${option.name} - ${option.description} (${option.rarity})`);
|
||||
});
|
||||
}
|
||||
|
||||
// 处理玩家选择
|
||||
onPlayerSelectOption(optionIndex: number, options: EnhancementOption[]): void {
|
||||
if (optionIndex >= 0 && optionIndex < options.length) {
|
||||
const selectedOption = options[optionIndex];
|
||||
console.log(`[EnhancementUIManager]: 玩家选择了: ${selectedOption.name}`);
|
||||
|
||||
// 应用选中的强化
|
||||
this.enhancementManager.applyEnhancement(selectedOption);
|
||||
|
||||
// 关闭UI界面
|
||||
this.hideEnhancementUI();
|
||||
}
|
||||
}
|
||||
|
||||
// 隐藏强化UI
|
||||
private hideEnhancementUI(): void {
|
||||
console.log("[EnhancementUIManager]: 隐藏强化选择界面");
|
||||
}
|
||||
}
|
||||
|
||||
// 使用示例
|
||||
export function createEnhancementExample(): void {
|
||||
console.log("=== 肉鸽游戏强化系统使用示例 ===");
|
||||
|
||||
// 创建强化管理器
|
||||
const enhancementManager = new EnhancementManager(5);
|
||||
|
||||
// 创建UI管理器
|
||||
const uiManager = new EnhancementUIManager(enhancementManager);
|
||||
|
||||
// 模拟玩家升级
|
||||
console.log("\n--- 模拟玩家升级 ---");
|
||||
enhancementManager.setPlayerLevel(10);
|
||||
uiManager.showLevelUpEnhancementUI();
|
||||
|
||||
// 模拟玩家选择强化选项
|
||||
console.log("\n--- 模拟玩家选择强化选项 ---");
|
||||
const options = getRandomEnhancementOptions(3);
|
||||
uiManager.onPlayerSelectOption(0, options);
|
||||
|
||||
// 显示强化统计
|
||||
console.log("\n--- 强化统计 ---");
|
||||
const stats = enhancementManager.getEnhancementStats();
|
||||
console.log("当前强化统计:", stats);
|
||||
|
||||
// 测试特定强化选项
|
||||
console.log("\n--- 测试特定强化选项 ---");
|
||||
const attackOption = getEnhancementOptionByType(EnhancementType.ATTACK, Quality.BLUE);
|
||||
if (attackOption) {
|
||||
console.log("获取攻击力强化选项:", attackOption);
|
||||
enhancementManager.applyEnhancement(attackOption);
|
||||
}
|
||||
|
||||
// 显示最终统计
|
||||
console.log("\n--- 最终强化统计 ---");
|
||||
const finalStats = enhancementManager.getEnhancementStats();
|
||||
console.log("最终强化统计:", finalStats);
|
||||
}
|
||||
|
||||
// 强化选项预览工具
|
||||
export class EnhancementPreviewTool {
|
||||
// 预览所有强化选项
|
||||
static previewAllEnhancements(): void {
|
||||
console.log("=== 所有强化选项预览 ===");
|
||||
|
||||
const types = [
|
||||
{ name: "攻击力", type: EnhancementType.ATTACK },
|
||||
{ name: "生命值", type: EnhancementType.HEALTH },
|
||||
{ name: "攻击速度", type: EnhancementType.ATTACK_SPEED },
|
||||
{ name: "暴击率", type: EnhancementType.CRITICAL },
|
||||
{ name: "暴击伤害", type: EnhancementType.CRITICAL_DMG },
|
||||
{ name: "闪避率", type: EnhancementType.DODGE },
|
||||
{ name: "防御力", type: EnhancementType.DEFENSE },
|
||||
{ name: "技能冷却", type: EnhancementType.SKILL_CD },
|
||||
{ name: "技能伤害", type: EnhancementType.SKILL_DMG },
|
||||
{ name: "特殊效果", type: EnhancementType.SPECIAL }
|
||||
];
|
||||
|
||||
types.forEach(({ name, type }) => {
|
||||
console.log(`\n--- ${name}强化选项 ---`);
|
||||
const qualities = [Quality.WHITE, Quality.GREEN, Quality.BLUE, Quality.PURPLE, Quality.ORANGE];
|
||||
qualities.forEach(quality => {
|
||||
const option = getEnhancementOptionByType(type, quality);
|
||||
if (option) {
|
||||
console.log(`${option.rarity}: ${option.name} - ${option.description}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// 测试随机强化选项生成
|
||||
static testRandomGeneration(): void {
|
||||
console.log("\n=== 测试随机强化选项生成 ===");
|
||||
|
||||
for (let i = 0; i < 5; i++) {
|
||||
console.log(`\n第 ${i + 1} 次随机生成:`);
|
||||
const options = getRandomEnhancementOptions(3);
|
||||
options.forEach((option, index) => {
|
||||
console.log(` 选项 ${index + 1}: ${option.name} (${option.rarity}) - ${option.description}`);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 测试等级调整功能
|
||||
static testLevelAdjustment(): void {
|
||||
console.log("\n=== 测试等级调整功能 ===");
|
||||
|
||||
const levels = [1, 10, 20, 30];
|
||||
levels.forEach(level => {
|
||||
console.log(`\n玩家等级 ${level} 的强化选项:`);
|
||||
const options = getLevelAdjustedEnhancementOptions(level, 3);
|
||||
options.forEach((option, index) => {
|
||||
console.log(` 选项 ${index + 1}: ${option.name} (${option.rarity}) - ${option.description}`);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 导出使用示例函数
|
||||
export function runEnhancementExamples(): void {
|
||||
// 运行所有示例
|
||||
createEnhancementExample();
|
||||
EnhancementPreviewTool.previewAllEnhancements();
|
||||
EnhancementPreviewTool.testRandomGeneration();
|
||||
EnhancementPreviewTool.testLevelAdjustment();
|
||||
}
|
||||
@@ -1,310 +0,0 @@
|
||||
# 肉鸽游戏玩家升级强化系统
|
||||
|
||||
## 概述
|
||||
|
||||
这是一个为肉鸽游戏设计的玩家升级强化选项配置系统。当玩家升级时,系统会提供多个强化选项供玩家选择,每个选项都会永久提升玩家的某项属性。
|
||||
|
||||
## 系统特性
|
||||
|
||||
### 1. 强化类型
|
||||
系统支持以下10种强化类型:
|
||||
- **攻击力强化** - 提升基础攻击力
|
||||
- **生命值强化** - 提升最大生命值
|
||||
- **攻击速度强化** - 减少攻击冷却时间
|
||||
- **暴击率强化** - 提升暴击概率
|
||||
- **暴击伤害强化** - 提升暴击伤害倍率
|
||||
- **闪避率强化** - 提升闪避概率
|
||||
- **防御力强化** - 提升伤害减免
|
||||
- **技能冷却强化** - 减少技能冷却时间
|
||||
- **技能伤害强化** - 提升技能伤害
|
||||
- **特殊效果强化** - 提供特殊战斗效果
|
||||
|
||||
### 2. 品质系统
|
||||
每个强化类型都有5个品质等级:
|
||||
- **白色 (Common)** - 40% 出现概率,基础强化
|
||||
- **绿色 (Uncommon)** - 30% 出现概率,中等强化
|
||||
- **蓝色 (Rare)** - 20% 出现概率,强力强化
|
||||
- **紫色 (Epic)** - 8% 出现概率,史诗强化
|
||||
- **橙色 (Legendary)** - 2% 出现概率,传说强化
|
||||
|
||||
### 3. 等级调整
|
||||
系统会根据玩家等级自动调整强化选项的品质分布:
|
||||
- 低等级玩家:偏向基础品质
|
||||
- 高等级玩家(20级以上):更高概率获得稀有品质
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
assets/script/game/common/config/
|
||||
├── LevelUpEnhancement.ts # 核心强化配置
|
||||
├── LevelUpEnhancementExample.ts # 使用示例
|
||||
└── README_LevelUpEnhancement.md # 本文档
|
||||
```
|
||||
|
||||
## 使用方法
|
||||
|
||||
### 1. 基础使用
|
||||
|
||||
```typescript
|
||||
import {
|
||||
getRandomEnhancementOptions,
|
||||
EnhancementType,
|
||||
Quality
|
||||
} from "./LevelUpEnhancement"
|
||||
|
||||
// 获取3个随机强化选项
|
||||
const options = getRandomEnhancementOptions(3);
|
||||
|
||||
// 获取指定类型和品质的强化选项
|
||||
const attackOption = getEnhancementOptionByType(EnhancementType.ATTACK, Quality.BLUE);
|
||||
```
|
||||
|
||||
### 2. 等级调整使用
|
||||
|
||||
```typescript
|
||||
import { getLevelAdjustedEnhancementOptions } from "./LevelUpEnhancement"
|
||||
|
||||
// 根据玩家等级获取调整后的强化选项
|
||||
const playerLevel = 25;
|
||||
const options = getLevelAdjustedEnhancementOptions(playerLevel, 3);
|
||||
```
|
||||
|
||||
### 3. 完整管理器使用
|
||||
|
||||
```typescript
|
||||
import { EnhancementManager, EnhancementUIManager } from "./LevelUpEnhancementExample"
|
||||
|
||||
// 创建强化管理器
|
||||
const enhancementManager = new EnhancementManager(1);
|
||||
|
||||
// 创建UI管理器
|
||||
const uiManager = new EnhancementUIManager(enhancementManager);
|
||||
|
||||
// 玩家升级时
|
||||
enhancementManager.setPlayerLevel(10);
|
||||
const options = enhancementManager.onPlayerLevelUp();
|
||||
|
||||
// 玩家选择强化选项
|
||||
uiManager.onPlayerSelectOption(0, options);
|
||||
```
|
||||
|
||||
## 强化选项配置
|
||||
|
||||
### 攻击力强化示例
|
||||
```typescript
|
||||
[EnhancementType.ATTACK]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "力量训练",
|
||||
description: "攻击力 +5",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 5,
|
||||
icon: "attack_white",
|
||||
rarity: "common"
|
||||
},
|
||||
[Quality.BLUE]: {
|
||||
name: "战斗大师",
|
||||
description: "攻击力 +20",
|
||||
buffType: BuffAttr.ATK,
|
||||
value: 20,
|
||||
icon: "attack_blue",
|
||||
rarity: "rare"
|
||||
}
|
||||
// ... 其他品质
|
||||
}
|
||||
```
|
||||
|
||||
### 攻击速度强化示例
|
||||
```typescript
|
||||
[EnhancementType.ATTACK_SPEED]: {
|
||||
[Quality.GREEN]: {
|
||||
name: "疾风连击",
|
||||
description: "攻击速度 +15%",
|
||||
buffType: BuffAttr.ATK_CD,
|
||||
value: -15, // 负值表示减少CD
|
||||
icon: "speed_green",
|
||||
rarity: "uncommon"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 强化数值参考
|
||||
|
||||
### 攻击力强化
|
||||
- 白色: +5 攻击力
|
||||
- 绿色: +12 攻击力
|
||||
- 蓝色: +20 攻击力
|
||||
- 紫色: +35 攻击力
|
||||
- 橙色: +50 攻击力
|
||||
|
||||
### 生命值强化
|
||||
- 白色: +10 生命值
|
||||
- 绿色: +25 生命值
|
||||
- 蓝色: +40 生命值
|
||||
- 紫色: +65 生命值
|
||||
- 橙色: +100 生命值
|
||||
|
||||
### 攻击速度强化
|
||||
- 白色: +8% 攻击速度
|
||||
- 绿色: +15% 攻击速度
|
||||
- 蓝色: +25% 攻击速度
|
||||
- 紫色: +40% 攻击速度
|
||||
- 橙色: +60% 攻击速度
|
||||
|
||||
## 集成到现有系统
|
||||
|
||||
### 1. 与英雄系统集成
|
||||
|
||||
```typescript
|
||||
// 在HeroViewComp.ts的to_update方法中添加
|
||||
to_update() {
|
||||
|
||||
// 原有的升级逻辑
|
||||
oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:this.lv})
|
||||
this.lv+=1
|
||||
this.next_exp=getUpExp(this.lv)
|
||||
|
||||
// 新增:触发强化选择
|
||||
this.triggerEnhancementSelection();
|
||||
}
|
||||
|
||||
private triggerEnhancementSelection() {
|
||||
const options = getLevelAdjustedEnhancementOptions(this.lv, 3);
|
||||
// 显示强化选择UI
|
||||
oops.message.dispatchEvent('ShowEnhancementUI', { options });
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 与事件系统集成
|
||||
|
||||
```typescript
|
||||
// 监听强化选择事件
|
||||
this.on('EnhancementSelected', this.onEnhancementSelected, this);
|
||||
|
||||
private onEnhancementSelected(option: EnhancementOption) {
|
||||
// 应用强化效果
|
||||
this.applyEnhancement(option);
|
||||
}
|
||||
|
||||
private applyEnhancement(option: EnhancementOption) {
|
||||
switch(option.buffType) {
|
||||
case BuffAttr.ATK:
|
||||
this.ap = this.ap * (100 + option.value) / 100;
|
||||
break;
|
||||
case BuffAttr.HP:
|
||||
this.hp_max = this.hp_max * (100 + option.value) / 100;
|
||||
this.hp = this.hp_max; // 升级时回满血
|
||||
break;
|
||||
case BuffAttr.ATK_CD:
|
||||
this.cd = this.cd * (100 + option.value) / 100;
|
||||
break;
|
||||
// ... 其他属性
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 扩展功能
|
||||
|
||||
### 1. 添加新的强化类型
|
||||
|
||||
```typescript
|
||||
// 在EnhancementType中添加新类型
|
||||
export const EnhancementType = {
|
||||
// ... 现有类型
|
||||
NEW_TYPE: 11, // 新强化类型
|
||||
}
|
||||
|
||||
// 在EnhancementOptions中添加配置
|
||||
export const EnhancementOptions = {
|
||||
// ... 现有配置
|
||||
[EnhancementType.NEW_TYPE]: {
|
||||
[Quality.WHITE]: {
|
||||
name: "新强化",
|
||||
description: "新效果",
|
||||
buffType: BuffAttr.NEW_BUFF,
|
||||
value: 10,
|
||||
icon: "new_white",
|
||||
rarity: "common"
|
||||
}
|
||||
// ... 其他品质
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 自定义品质权重
|
||||
|
||||
```typescript
|
||||
// 修改品质权重
|
||||
export const CustomQualityWeight = {
|
||||
[Quality.WHITE]: 0.5, // 提高白色品质概率
|
||||
[Quality.GREEN]: 0.25,
|
||||
[Quality.BLUE]: 0.15,
|
||||
[Quality.PURPLE]: 0.08,
|
||||
[Quality.ORANGE]: 0.02,
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 条件强化
|
||||
|
||||
```typescript
|
||||
// 根据游戏状态调整强化选项
|
||||
export function getConditionalEnhancementOptions(
|
||||
playerLevel: number,
|
||||
gameState: any,
|
||||
count: number = 3
|
||||
): EnhancementOption[] {
|
||||
let options = getLevelAdjustedEnhancementOptions(playerLevel, count);
|
||||
|
||||
// 根据游戏状态过滤或调整选项
|
||||
if (gameState.isBossFight) {
|
||||
// Boss战中提供更多防御选项
|
||||
options = options.filter(option =>
|
||||
option.buffType === BuffAttr.DEF ||
|
||||
option.buffType === BuffAttr.HP
|
||||
);
|
||||
}
|
||||
|
||||
return options;
|
||||
}
|
||||
```
|
||||
|
||||
## 测试和调试
|
||||
|
||||
### 1. 运行示例
|
||||
|
||||
```typescript
|
||||
import { runEnhancementExamples } from "./LevelUpEnhancementExample"
|
||||
|
||||
// 运行所有示例
|
||||
runEnhancementExamples();
|
||||
```
|
||||
|
||||
### 2. 预览所有选项
|
||||
|
||||
```typescript
|
||||
import { EnhancementPreviewTool } from "./LevelUpEnhancementExample"
|
||||
|
||||
// 预览所有强化选项
|
||||
EnhancementPreviewTool.previewAllEnhancements();
|
||||
|
||||
// 测试随机生成
|
||||
EnhancementPreviewTool.testRandomGeneration();
|
||||
|
||||
// 测试等级调整
|
||||
EnhancementPreviewTool.testLevelAdjustment();
|
||||
```
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **数值平衡**: 强化数值需要根据游戏整体平衡进行调整
|
||||
2. **UI集成**: 需要创建相应的UI界面来显示强化选项
|
||||
3. **数据持久化**: 强化效果需要保存到玩家数据中
|
||||
4. **兼容性**: 确保与现有的Buff系统兼容
|
||||
5. **测试**: 充分测试各种强化组合的效果
|
||||
|
||||
## 更新日志
|
||||
|
||||
- **v1.0.0**: 初始版本,包含基础强化系统
|
||||
- 支持10种强化类型
|
||||
- 支持5个品质等级
|
||||
- 支持等级调整功能
|
||||
- 提供完整的使用示例和工具
|
||||
Reference in New Issue
Block a user