地图修改

This commit is contained in:
2025-07-28 00:14:20 +08:00
parent 4bd2e5566a
commit 48eaa6d1ad
39 changed files with 6805 additions and 2484 deletions

View File

@@ -70,6 +70,21 @@ export const MonSet = {
14:{pos:v3(950,0,0)},
15:{pos:v3(990,0,0)},
16:{pos:v3(1030,0,0)},
17:{pos:v3(1070,0,0)},
18:{pos:v3(1110,0,0)},
19:{pos:v3(1150,0,0)},
20:{pos:v3(1190,0,0)},
21:{pos:v3(1230,0,0)},
22:{pos:v3(1270,0,0)},
23:{pos:v3(1310,0,0)},
24:{pos:v3(1350,0,0)},
25:{pos:v3(1390,0,0)},
26:{pos:v3(1430,0,0)},
27:{pos:v3(1470,0,0)},
28:{pos:v3(1510,0,0)},
29:{pos:v3(1550,0,0)},
30:{pos:v3(1590,0,0)},
31:{pos:v3(1630,0,0)},
}
// 经验值计算函数 - 复杂递增规律
@@ -227,72 +242,72 @@ export const HeroInfo = {
//主将
5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.warrior,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6001,6004,6004],
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6004,6004],
buff:[
{buff_type:BuffAttr.PUNCTURE,value:1},
],info:"剑类专精,穿刺伤害额外+10%"},
5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.warrior,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6001,6005,6005],
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6005,6005],
buff:[
{buff_type:BuffAttr.WFUNY,value:10},
],info:"斧类专精,风怒概率增加10%"},
5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.warrior,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
buff:[
{buff_type:BuffAttr.CRITICAL,value:10},
],info:"锤类专精,暴击概率增加10%"},
5004:{uuid:5004,name:"裂伤.塔米拉",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.warrior,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
buff:[
{buff_type:BuffAttr.BURN_COUNT,value:1},
],info:"刀类专精,易伤效果额外持续1次"},
5005:{uuid:5005,name:"幽灵射手",path:"a4", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.remote,hp:5000,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
buff:[
],info:"说明"},
5006:{uuid:5006,name:"战争领主",path:"k5", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.warrior,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
buff:[
],info:"说明"},
5007:{uuid:5007,name:"混沌法师",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.mage,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
buff:[
],info:"说明"},
5008:{uuid:5008,name:"火焰法师",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.mage,hp:5000,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
buff:[
],info:"说明"},
5009:{uuid:5009,name:"风暴精灵",path:"m4", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.mage,hp:5000,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
buff:[
],info:"说明"},
5010:{uuid:5010,name:"战争祭祀",path:"d2", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.mage,hp:5000,ap:10,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
buff:[
],info:"说明"},
5011:{uuid:5011,name:"暴风射手",path:"a5", quality:HQuality.BLUE,lv:1,kind:2,
type:HType.remote,hp:5000,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
buff:[
],info:"说明"},
5012:{uuid:5012,name:"苍穹射手",path:"a3", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.remote,hp:5000,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
buff:[
],info:"说明"},
@@ -300,53 +315,53 @@ export const HeroInfo = {
//怪物
5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6008],
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6008],
buff:[ ],info:"普通怪物-战士型"},
5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5204:{uuid:5204,name:"石卫", path:"mgem1",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:90,cd:2.5,speed:45,skills:[6010],
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5205:{uuid:5205,name:"土卫", path:"mgem2",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:90,cd:2.5,speed:45,skills:[6010],
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5206:{uuid:5206,name:"树卫", path:"mgem3",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:90,cd:2.5,speed:45,skills:[6010],
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:HQuality.GREEN,lv:2,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6008],
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6008],
buff:[ ],info:"普通怪物-战士型"},
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:90,cd:2,speed:45,skills:[6010],
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6010],
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6010],
buff:[ ],info:"普通怪物-战士型"},
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:HQuality.BLUE,lv:1,kind:1,

View File

@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[], rogueHp?: number, rogueAttack?: number) {
scale=-1
let box_group=BoxSet.MONSTER
console.log("mon load",uuid)
@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData,rogueHp,rogueAttack)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -60,7 +60,7 @@ export class Monster extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[], rogueHp?: number, rogueAttack?: number) {
var hv = node.getComponent(HeroViewComp)!;
hv.hide_info()
// console.log("hero_init",buff)
@@ -78,20 +78,29 @@ export class Monster extends ecs.Entity {
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
// 根据Design.md设计文档计算怪物等级属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;
hv.ap_base=levelAp
console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
// 肉鸽模式使用固定数值,否则使用等级计算
if (rogueHp !== undefined && rogueAttack !== undefined) {
// 肉鸽模式:使用固定数值
hv.hp = hv.hp_max = rogueHp;
hv.ap = rogueAttack;
hv.ap_base = rogueAttack;
console.log(`[Monster-Rogue]: 怪物${hero.name} - 固定HP:${rogueHp}, 固定AP:${rogueAttack}`);
} else {
// 普通模式根据Design.md设计文档计算怪物等级属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;
hv.ap_base=levelAp
console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
}
hv.cd = hero.cd
hv.atk_skill=hero.skills[0]

View File

@@ -27,7 +27,9 @@ export class MissionMonCompComp extends CCComp {
isBoss: boolean,
level: number,
affixes?: any[],
buffData?: any[] // 使用BuffAttr格式的buff数据
buffData?: any[], // 使用BuffAttr格式的buff数据
rogueHp?: number, // 肉鸽固定血量
rogueAttack?: number // 肉鸽固定攻击力
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
@@ -106,12 +108,8 @@ export class MissionMonCompComp extends CCComp {
const currentWave = smc.vmdata.mission_data.current_wave;
const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
// 处理非战斗波次
if (waveType === RogueWaveType.SHOP || waveType === RogueWaveType.REST) {
console.log(`[MissionMonComp]:${waveType}波次,无需生成怪物`);
// 可以在这里触发商店或休息事件
return;
}
// 固定9波模式所有波次都是战斗波次
console.log(`[MissionMonComp]:第${currentWave}波 - ${waveType}战斗波次`);
if (!monsters || monsters.length === 0) {
console.warn(`[MissionMonComp]:肉鸽波次配置中没有怪物信息`);
@@ -119,7 +117,7 @@ export class MissionMonCompComp extends CCComp {
}
monsters.forEach((monsterGroup: any) => {
const { uuid, count, affixes, enhancedStats, buffData, isBoss } = monsterGroup;
const { uuid, count, affixes, enhancedStats, buffData, isBoss, rogueHp, rogueAttack } = monsterGroup;
// 为每个怪物组生成指定数量的怪物
for (let i = 0; i < count; i++) {
@@ -130,7 +128,9 @@ export class MissionMonCompComp extends CCComp {
isBoss || false,
monsterLevel,
affixes,
buffData // 现在传递buffData而不是enhancedStats和specialEffects
buffData, // 现在传递buffData而不是enhancedStats和specialEffects
rogueHp, // 传递固定血量
rogueAttack // 传递固定攻击力
);
}
});
@@ -170,7 +170,9 @@ export class MissionMonCompComp extends CCComp {
isBoss: boolean = false,
level: number = 1,
affixes?: any[],
buffData?: any[]
buffData?: any[],
rogueHp?: number,
rogueAttack?: number
) {
this.monsterQueue.push({
uuid: uuid,
@@ -178,7 +180,9 @@ export class MissionMonCompComp extends CCComp {
isBoss: isBoss,
level: level,
affixes: affixes,
buffData: buffData
buffData: buffData,
rogueHp: rogueHp,
rogueAttack: rogueAttack
});
}
@@ -194,7 +198,9 @@ export class MissionMonCompComp extends CCComp {
monsterData.isBoss,
false,
monsterData.level,
monsterData.buffData
monsterData.buffData,
monsterData.rogueHp,
monsterData.rogueAttack
);
}
}
@@ -205,19 +211,26 @@ export class MissionMonCompComp extends CCComp {
is_boss: boolean = false,
is_call: boolean = false,
lv: number = 1,
buffData?: any[]
buffData?: any[],
rogueHp?: number,
rogueAttack?: number
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
let pos: Vec3 = v3(MonSet[i].pos);
// 生成怪物传递词条buff数据
mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
// 生成怪物传递词条buff数据和肉鸽固定数值
mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData, rogueHp, rogueAttack);
// 如果有词条buff数据记录到控制台
if (buffData && buffData.length > 0) {
console.log(`[MissionMonComp]: 怪物 ${uuid} 获得肉鸽词条Buff:`, buffData);
}
// 如果有肉鸽固定数值,记录到控制台
if (rogueHp !== undefined && rogueAttack !== undefined) {
console.log(`[MissionMonComp]: 怪物 ${uuid} 使用肉鸽固定数值 - HP: ${rogueHp}, 攻击: ${rogueAttack}`);
}
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {

View File

@@ -6,13 +6,14 @@
* - 包含词条系统和怪物强化逻辑
* - 供 MissionMonComp.ts 等组件调用
*
* 波次规则:
* - 固定波次5(商店)、10(Boss)、15(休息)、20(Boss)、25(商店)、30(Boss)
* - 精英波次个位数是4和9的波次(4、9、14、19、24、29...)
* - 普通波次:其他所有波次
* 波次规则固定9波模式
* - 1-3波普通波次
* - 4-6波怪物潮波次大量低级怪物
* - 7-8波精英波次
* - 9波最终Boss波次
*
* @author 游戏开发团队
* @version 1.0
* @version 2.0
* @date 2025-07-12
*/
@@ -26,13 +27,57 @@ import { BuffAttr } from "../common/config/SkillSet";
* 肉鸽模式波次类型枚举
*/
export enum RogueWaveType {
NORMAL = "normal",
ELITE = "elite",
BOSS = "boss",
SHOP = "shop",
REST = "rest"
NORMAL = "normal", // 普通波次1-3波
HORDE = "horde", // 怪物潮波次4-6波
ELITE = "elite", // 精英波次7-8波
FINAL_BOSS = "final_boss" // 最终Boss波次9波
}
/**
* 固定数值配置(根据波次固定血量和攻击力)
*/
export const RogueStatsConfig = {
// 血量配置
hp: {
1: 10, // 波次1小怪血量10
2: 15, // 波次2小怪血量15插值
3: 25, // 波次3小怪血量25
4: 35, // 波次4怪物潮血量35插值
5: 60, // 波次5怪物潮血量60
6: 80, // 波次6怪物潮血量80插值
7: 100, // 波次7精英血量100
8: 150, // 波次8精英血量150插值
9: 500 // 波次9boss血量500
},
// 攻击力配置
attack: {
1: 5, // 1-3波攻击力5
2: 5, // 1-3波攻击力5
3: 5, // 1-3波攻击力5
4: 8, // 4-6波攻击力8
5: 8, // 4-6波攻击力8
6: 8, // 4-6波攻击力8
7: 12, // 7-8波攻击力12
8: 12, // 7-8波攻击力12
9: 30 // 9波boss攻击力30
},
/**
* 获取指定波次的血量
*/
getHp(waveNumber: number): number {
return this.hp[waveNumber] || this.hp[9]; // 默认返回boss血量
},
/**
* 获取指定波次的攻击力
*/
getAttack(waveNumber: number): number {
return this.attack[waveNumber] || this.attack[9]; // 默认返回boss攻击力
}
};
/**
* 怪物词条配置直接使用BuffAttr作为词条类型
* 这样可以直接复用Mon.ts中的Buff处理逻辑
@@ -111,21 +156,23 @@ export const MonsterAffixConfig = {
};
/**
* 词条数量配置
* 词条数量配置9波固定模式
*/
export const AffixCountConfig = {
currentMode: "normal" as "normal" | "enhanced",
modes: {
normal: {
[RogueWaveType.NORMAL]: 0,
[RogueWaveType.ELITE]: 1,
[RogueWaveType.BOSS]: 2,
[RogueWaveType.NORMAL]: 0, // 1-3波无词条
[RogueWaveType.HORDE]: 0, // 4-6波无词条数量取胜
[RogueWaveType.ELITE]: 1, // 7-8波1个词条
[RogueWaveType.FINAL_BOSS]: 2, // 9波2个词条
},
enhanced: {
[RogueWaveType.NORMAL]: 1,
[RogueWaveType.ELITE]: 2,
[RogueWaveType.BOSS]: 3,
[RogueWaveType.NORMAL]: 1, // 1-3波1个词条
[RogueWaveType.HORDE]: 1, // 4-6波1个词条
[RogueWaveType.ELITE]: 2, // 7-8波2个词条
[RogueWaveType.FINAL_BOSS]: 3, // 9波3个词条
}
},
@@ -147,22 +194,27 @@ export const AffixCountConfig = {
};
/**
* 波次配置
* 波次配置固定9波模式
*/
export const RogueWaveConfig = {
fixedWaves: {
5: RogueWaveType.SHOP,
10: RogueWaveType.BOSS,
15: RogueWaveType.REST,
20: RogueWaveType.BOSS,
25: RogueWaveType.SHOP,
30: RogueWaveType.BOSS
// 固定9波模式每波类型固定
getWaveType: (waveNumber: number): RogueWaveType => {
if (waveNumber <= 3) {
return RogueWaveType.NORMAL; // 1-3波普通
} else if (waveNumber <= 6) {
return RogueWaveType.HORDE; // 4-6波怪物潮
} else if (waveNumber <= 8) {
return RogueWaveType.ELITE; // 7-8波精英
} else if (waveNumber === 9) {
return RogueWaveType.FINAL_BOSS; // 9波最终Boss
} else {
// 超过9波的情况如果需要循环
const cycleWave = ((waveNumber - 1) % 9) + 1;
return RogueWaveConfig.getWaveType(cycleWave);
}
},
isEliteWave: (waveNumber: number): boolean => {
const lastDigit = waveNumber % 10;
return lastDigit === 4 || lastDigit === 9;
}
maxWaves: 9 // 固定最大波数
};
// ==================== 肉鸽配置生成器 ====================
@@ -176,44 +228,35 @@ export class RogueConfig {
* 生成波次配置(主入口)
*/
static generateWaveConfig(waveNumber: number) {
let waveType: RogueWaveType;
const waveType = RogueWaveConfig.getWaveType(waveNumber);
const fixedHp = RogueStatsConfig.getHp(waveNumber);
const fixedAttack = RogueStatsConfig.getAttack(waveNumber);
// 判断波次类型
if (RogueWaveConfig.fixedWaves[waveNumber]) {
waveType = RogueWaveConfig.fixedWaves[waveNumber];
} else if (RogueWaveConfig.isEliteWave(waveNumber)) {
waveType = RogueWaveType.ELITE;
} else {
waveType = RogueWaveType.NORMAL;
}
console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType}`);
console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType} - 固定HP: ${fixedHp}, 固定攻击: ${fixedAttack} (固定9波模式)`);
// 根据类型生成配置
switch (waveType) {
case RogueWaveType.NORMAL:
return this.generateNormalWave(waveNumber);
case RogueWaveType.HORDE:
return this.generateHordeWave(waveNumber);
case RogueWaveType.ELITE:
return this.generateEliteWave(waveNumber);
case RogueWaveType.BOSS:
return this.generateBossWave(waveNumber);
case RogueWaveType.SHOP:
return this.generateShopWave(waveNumber);
case RogueWaveType.REST:
return this.generateRestWave(waveNumber);
case RogueWaveType.FINAL_BOSS:
return this.generateFinalBossWave(waveNumber);
default:
return this.generateNormalWave(waveNumber);
}
}
/**
* 生成普通波次
* 生成普通波次1-3波
*/
static generateNormalWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
// 数量减少为原来的三分之一
const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
// 普通波次固定数量10个怪物
const baseCount = 10;
const monsters = [];
// 选择怪物类型
@@ -245,36 +288,125 @@ export class RogueConfig {
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
}
return {
waveType: RogueWaveType.NORMAL,
monsters: monsters,
description: `普通波次 - ${seriesConfig.name}`,
description: `${waveNumber}波 - 普通波次 (10个怪物)`,
waveNumber: waveNumber
};
}
/**
* 生成精英波次
* 生成怪物潮波次4-6波
*/
static generateHordeWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
// 怪物潮固定数量20个怪物
const baseCount = 20;
const monsters = [];
// 怪物潮主要使用绿色品质的小怪
const hordeMonsters = seriesConfig.allMonsters.filter(uuid => {
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.GREEN;
});
if (hordeMonsters.length > 0) {
const hordeMonster = hordeMonsters[Math.floor(Math.random() * hordeMonsters.length)];
const monsterInfo = HeroInfo[hordeMonster];
// 生成词条(怪物潮通常没有词条,靠数量取胜)
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.HORDE
);
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: hordeMonster,
count: baseCount,
type: "warrior",
series: series,
isHorde: true,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
} else {
// 如果没有绿色怪物,使用其他怪物
const availableTypes = [];
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
if (availableTypes.length > 0) {
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
const typeMonsters = seriesConfig.monsters[randomType];
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
const monsterInfo = HeroInfo[randomMonster];
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.HORDE
);
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: randomMonster,
count: baseCount,
type: randomType,
series: series,
isHorde: true,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
}
}
return {
waveType: RogueWaveType.HORDE,
monsters: monsters,
description: `${waveNumber}波 - 怪物潮 (20个怪物)`,
waveNumber: waveNumber
};
}
/**
* 生成精英波次7-8波
*/
static generateEliteWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
// 查找精英怪物
const monsters = [];
// 1. 生成5个精英怪物
const eliteMonsters = seriesConfig.allMonsters.filter(uuid => {
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.BLUE;
});
const monsters = [];
if (eliteMonsters.length > 0) {
const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
// 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
@@ -288,27 +420,65 @@ export class RogueConfig {
monsters.push({
uuid: eliteMonster,
count: count,
type: "warrior",
count: 5, // 固定5个精英
type: "elite",
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
}
// 2. 生成10个普通小怪
const availableTypes = [];
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
if (availableTypes.length > 0) {
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
const typeMonsters = seriesConfig.monsters[randomType];
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
const monsterInfo = HeroInfo[randomMonster];
// 小怪没有词条
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.NORMAL // 小怪使用普通词条规则
);
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: randomMonster,
count: 10, // 固定10个小怪
type: "normal",
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
}
return {
waveType: RogueWaveType.ELITE,
monsters: monsters,
description: `精英波次 - ${seriesConfig.name}精锐`,
description: `${waveNumber}波 - 精英波次 (5个精英+10个小怪)`,
waveNumber: waveNumber
};
}
/**
* 生成Boss波次
* 生成最终Boss波次第9波
*/
static generateBossWave(waveNumber: number) {
static generateFinalBossWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
@@ -323,53 +493,72 @@ export class RogueConfig {
const bossInfo = HeroInfo[bossMonster];
// 生成Boss词条
// 生成最终Boss词条
const bossAffixes = this.generateMonsterAffixes(
bossInfo.quality,
waveNumber,
RogueWaveType.BOSS
RogueWaveType.FINAL_BOSS
);
const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
// Boss数量减少为原来的三分之一一般Boss只刷1只
const monsters = [{
// 1个Boss + 5个小怪
const monsters = [];
// 1. 添加Boss
monsters.push({
uuid: bossMonster,
count: 1,
type: "boss",
type: "final_boss",
series: series,
isBoss: true,
isFinalBoss: true,
affixes: bossAffixes,
enhancedStats: enhancedBoss.stats,
buffData: enhancedBoss.buffData
}];
buffData: enhancedBoss.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
// 2. 添加5个小怪
const availableTypes = [];
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
if (availableTypes.length > 0) {
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
const typeMonsters = seriesConfig.monsters[randomType];
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
const monsterInfo = HeroInfo[randomMonster];
// 小怪没有词条
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.NORMAL // 小怪使用普通词条规则
);
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: randomMonster,
count: 5, // 固定5个小怪
type: "normal",
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData,
// 肉鸽固定数值
rogueHp: RogueStatsConfig.getHp(waveNumber),
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
});
}
return {
waveType: RogueWaveType.BOSS,
waveType: RogueWaveType.FINAL_BOSS,
monsters: monsters,
description: `Boss战 - ${seriesConfig.name}首领`,
waveNumber: waveNumber
};
}
/**
* 生成商店波次
*/
static generateShopWave(waveNumber: number) {
return {
waveType: RogueWaveType.SHOP,
description: "商店波次",
waveNumber: waveNumber
};
}
/**
* 生成休息波次
*/
static generateRestWave(waveNumber: number) {
return {
waveType: RogueWaveType.REST,
description: "休息波次",
description: `${waveNumber}波 - 最终Boss战 (1个Boss+5个小怪)`,
waveNumber: waveNumber
};
}

View File

@@ -1,16 +1,22 @@
import { _decorator, Component, Node } from 'cc';
import { _decorator, CCInteger, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('move')
export class move extends Component {
@property({ type: CCInteger })
speed:number=2
@property({ type: CCInteger })
maxX:number=640
@property({ type: CCInteger })
minX:number=-640
start() {
}
update(dt: number) {
this.node.setPosition(this.node.position.x+dt*15,this.node.position.y)
if(this.node.position.x >= 1700){
this.node.setPosition(-1700,this.node.position.y)
this.node.setPosition(this.node.position.x+dt*this.speed,this.node.position.y)
if(this.node.position.x >= this.maxX){
this.node.setPosition(this.minX,this.node.position.y)
}
}
}

View File

@@ -51,9 +51,9 @@ export class Skill extends ecs.Entity {
return;
}
const node = instantiate(prefab);
var scene = smc.map.MapView.scene;
// 设置节点属性
node.parent = parent;
node.parent = scene.entityLayer!.node!;
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)

View File

@@ -1,153 +1,176 @@
# 🛡️ 塔防三件套装备系统
## ⚔️ 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
**核心机制**
- 基准CD1.5秒
- 实际CD = 1.5 × (1 + CD修正%)
- 剑:-20% | 斧0% | 刀:-26.7% | 锤:+6.7%
- 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
| 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% |
# 🛡️ 塔防 强化 三选一 系统
##加成设定,最高品质,其他等级将20%
1. 攻击:+50%
2. 暴击:+25%
3. 暴击加成:+50%
4. 闪避:+15%
5. 攻击次数+1,伤害减40%
6. Hp:+100%
7. 免伤:15%
8. 普通攻击穿透+1
9. 攻击加速:40%
10. 技能加速:40%
11. 冰冻概率:10%
12. 击退概率:10%
13. 击晕概率:10%
14. 反伤: 20%
14. 吸血: 20%
## ⚔️ 斧类武器核心设计
**双重概率特性**
1. **风怒概率**:攻击时概率触发额外攻击
2. **击退概率**:攻击时概率击退目标
3. **击晕概率**:攻击时概率击晕目标(仅泰坦撕裂者)
## 品质设定
蓝色
紫色
各品质之间相差15%
## 玩家最终拥有最多6个天赋
**进化规则**
- 品质提升风怒概率和击退概率
- 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
## 天赋流派build 方向
系统设定的时候需要考虑平衡,按4:2 按默认4个天赋确定一个主要流派方向,如4个暴击 可以实现100%暴击,实际玩家根据自身喜好 自由组合
| 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% |
### 攻击系流派
1. 高攻 高速 : 4个高攻 + 2个高攻速
2. 高攻 高暴击 : 4个高攻 + 2个高暴击
3. 高攻 高闪避 : 4个高攻 + 2个高闪避
4. 高攻 高穿透 : 4个高攻 + 2个普攻穿透
5. 暴击流 : 4个暴击 + 2个暴击加成 (100%暴击率)
6. 多段攻击流 : 4个攻击次数+1 + 2个攻击加速 (高频低伤)
# 🔨 锤类武器完整配置表含CD修正
### 防御系流派
7. 坦克流 : 4个HP + 2个免伤 (超高生存)
8. 闪避流 : 4个闪避 + 2个HP (60%闪避率)
9. 反伤流 : 4个反伤 + 2个HP (80%反伤)
10. 吸血流 : 4个吸血 + 2个攻击 (80%吸血)
## 📜 核心机制说明
- **基准CD**1.5秒
- **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: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
### 控制系流派
11. 冰冻控制流 : 4个冰冻概率 + 2个技能加速 (40%冰冻率)
12. 击退控制流 : 4个击退概率 + 2个攻击加速 (40%击退率)
13. 击晕控制流 : 4个击晕概率 + 2个攻击 (40%击晕率)
14. 全能控制流 : 2个冰冻 + 2个击退 + 2个击晕 (20%全控制)
## 📊 完整数据表
### 技能系流派
15. 技能流 : 4个技能加速 + 2个攻击 (160%技能加速)
16. 平衡技能流 : 4个技能加速 + 2个暴击 (技能暴击)
| 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% |
### 混合流派
17. 攻防平衡流 : 2个攻击 + 2个HP + 2个免伤
18. 速度流 : 4个攻击加速 + 2个技能加速 (全方位加速)
19. 穿透暴击流 : 2个穿透 + 2个暴击 + 2个暴击加成
20. 生存输出流 : 2个攻击 + 2个吸血 + 2个闪避
## ⚔️ 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:紫色品质易伤持续次数+1
# 📊 各流派天赋加成总和计算表
## 📊 完整数据表
## 品质系数说明
- **紫色**100%(基础数值)
- **蓝色**85%减少15%
- **绿色**70%减少30%
| 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% |
## 攻击系流派加成总和
## ⚙️ 系统兼容性说明
1. **CD修正统一性**
- 所有刀类武器固定-26.7%修正
- 实际CD四舍五入保留两位小数
### 1. 高攻高速流派
- **紫色**:攻击+200% + 攻击加速+80%
- **蓝色**:攻击+170% + 攻击加速+68%
- **绿色**:攻击+140% + 攻击加速+56%
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
- 紫色品质易伤持续次数+1延长易伤效果
### 2. 高攻高暴击流派
- **紫色**:攻击+200% + 暴击+50%
- **蓝色**:攻击+170% + 暴击+42.5%
- **绿色**:攻击+140% + 暴击+35%
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}
```
### 3. 高攻高闪避流派
- **紫色**:攻击+200% + 闪避+30%
- **蓝色**:攻击+170% + 闪避+25.5%
- **绿色**:攻击+140% + 闪避+21%
## 🛡️ 盾牌系统设计规范(属性互斥)
**核心规则**
1. 绿/蓝盾牌仅能拥有闪避比率、Debuff减免、反伤比率中的一项
2. 紫盾牌:可同时拥有两项属性(单项数值降低)
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
### 4. 高攻高穿透流派
- **紫色**:攻击+200% + 穿透+2层
- **蓝色**:攻击+170% + 穿透+1.7层
- **绿色**:攻击+140% + 穿透+1.4层
| 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% |- |
### 5. 暴击流
- **紫色**:暴击+100% + 暴击加成+100%
- **蓝色**:暴击+85% + 暴击加成+85%
- **绿色**:暴击+70% + 暴击加成+70%
| 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% |- |
### 6. 多段攻击流
- **紫色**:攻击次数+4(-160%伤害) + 攻击加速+80%
- **蓝色**:攻击次数+3.4(-136%伤害) + 攻击加速+68%
- **绿色**:攻击次数+2.8(-112%伤害) + 攻击加速+56%
| 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% | - |
## 防御系流派加成总和
## 🟢 绿色品质饰品(自然元素系列)
### 7. 坦克流
- **紫色**HP+400% + 免伤+30%
- **蓝色**HP+340% + 免伤+25.5%
- **绿色**HP+280% + 免伤+21%
| 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% | - | - | - | - |
### 8. 闪避流
- **紫色**:闪避+60% + HP+200%
- **蓝色**:闪避+51% + HP+170%
- **绿色**:闪避+42% + HP+140%
## 🔵 蓝色品质饰品(天文现象系列)
### 9. 反伤流
- **紫色**:反伤+80% + HP+200%
- **蓝色**:反伤+68% + HP+170%
- **绿色**:反伤+56% + HP+140%
| 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% | - | - |
### 10. 吸血流
- **紫色**:吸血+80% + 攻击+100%
- **蓝色**:吸血+68% + 攻击+85%
- **绿色**:吸血+56% + 攻击+70%
## 🟣 紫色品质饰品(神话概念系列)
## 控制系流派加成总和
| 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 |
### 11. 冰冻控制流
- **紫色**:冰冻+40% + 技能加速+80%
- **蓝色**:冰冻+34% + 技能加速+68%
- **绿色**:冰冻+28% + 技能加速+56%
### 12. 击退控制流
- **紫色**:击退+40% + 攻击加速+80%
- **蓝色**:击退+34% + 攻击加速+68%
- **绿色**:击退+28% + 攻击加速+56%
### 13. 击晕控制流
- **紫色**:击晕+40% + 攻击+100%
- **蓝色**:击晕+34% + 攻击+85%
- **绿色**:击晕+28% + 攻击+70%
### 14. 全能控制流
- **紫色**:冰冻+20% + 击退+20% + 击晕+20%
- **蓝色**:冰冻+17% + 击退+17% + 击晕+17%
- **绿色**:冰冻+14% + 击退+14% + 击晕+14%
## 技能系流派加成总和
### 15. 技能流
- **紫色**:技能加速+160% + 攻击+100%
- **蓝色**:技能加速+136% + 攻击+85%
- **绿色**:技能加速+112% + 攻击+70%
### 16. 平衡技能流
- **紫色**:技能加速+160% + 暴击+50%
- **蓝色**:技能加速+136% + 暴击+42.5%
- **绿色**:技能加速+112% + 暴击+35%
## 混合流派加成总和
### 17. 攻防平衡流
- **紫色**:攻击+100% + HP+200% + 免伤+30%
- **蓝色**:攻击+85% + HP+170% + 免伤+25.5%
- **绿色**:攻击+70% + HP+140% + 免伤+21%
### 18. 速度流
- **紫色**:攻击加速+160% + 技能加速+80%
- **蓝色**:攻击加速+136% + 技能加速+68%
- **绿色**:攻击加速+112% + 技能加速+56%
### 19. 穿透暴击流
- **紫色**:穿透+2层 + 暴击+50% + 暴击加成+100%
- **蓝色**:穿透+1.7层 + 暴击+42.5% + 暴击加成+85%
- **绿色**:穿透+1.4层 + 暴击+35% + 暴击加成+70%
### 20. 生存输出流
- **紫色**:攻击+100% + 吸血+40% + 闪避+30%
- **蓝色**:攻击+85% + 吸血+34% + 闪避+25.5%
- **绿色**:攻击+70% + 吸血+28% + 闪避+21%