乖乖数量减少,走精英路线
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@@ -439,4 +439,7 @@ mermaid图片代码merm复制graph TD
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远征10波 送一张免广告券,最多1张,仅远征中使用
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远征10波 送一张免广告券,最多1张,仅远征中使用
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普通小怪冲锋或暂停的微小随机行为(不影响总路线时间和击杀策略)。避免视觉单调
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普通小怪冲锋或暂停的微小随机行为(不影响总路线时间和击杀策略)。避免视觉单调
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### 装备改成
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@@ -54,28 +54,22 @@ export const HQuality = {
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}
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}
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export const MonSet = {
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export const MonSet = {
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0:{pos:v3(390,0,0)},
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0:{pos:v3(390,0,0)},
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1:{pos:v3(420,0,0)},
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1:{pos:v3(430,0,0)},
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2:{pos:v3(450,0,0)},
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2:{pos:v3(470,0,0)},
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3:{pos:v3(480,0,0)},
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3:{pos:v3(510,0,0)},
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4:{pos:v3(510,0,0)},
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4:{pos:v3(550,0,0)},
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5:{pos:v3(540,0,0)},
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5:{pos:v3(590,0,0)},
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6:{pos:v3(570,0,0)},
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6:{pos:v3(630,0,0)},
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7:{pos:v3(600,0,0)},
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7:{pos:v3(670,0,0)},
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8:{pos:v3(630,0,0)},
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8:{pos:v3(710,0,0)},
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9:{pos:v3(660,0,0)},
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9:{pos:v3(750,0,0)},
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10:{pos:v3(690,0,0)},
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10:{pos:v3(790,0,0)},
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11:{pos:v3(720,0,0)},
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11:{pos:v3(830,0,0)},
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12:{pos:v3(750,0,0)},
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12:{pos:v3(870,0,0)},
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13:{pos:v3(780,0,0)},
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13:{pos:v3(910,0,0)},
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14:{pos:v3(810,0,0)},
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14:{pos:v3(950,0,0)},
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15:{pos:v3(840,0,0)},
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15:{pos:v3(990,0,0)},
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16:{pos:v3(870,0,0)},
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16:{pos:v3(1030,0,0)},
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17:{pos:v3(900,0,0)},
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18:{pos:v3(930,0,0)},
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19:{pos:v3(960,0,0)},
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20:{pos:v3(990,0,0)},
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21:{pos:v3(1020,0,0)},
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22:{pos:v3(1050,0,0)},
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}
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}
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// 经验值计算函数 - 复杂递增规律
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// 经验值计算函数 - 复杂递增规律
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@@ -212,8 +212,8 @@ export class RogueConfig {
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static generateNormalWave(waveNumber: number) {
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static generateNormalWave(waveNumber: number) {
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const series = getRandomSeries();
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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const seriesConfig = MonsterSeriesConfig[series];
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// 数量提升为原来的3倍,最大数量也提升
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// 数量减少为原来的三分之一
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const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
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const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
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const monsters = [];
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const monsters = [];
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// 选择怪物类型
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// 选择怪物类型
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@@ -273,8 +273,8 @@ export class RogueConfig {
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if (eliteMonsters.length > 0) {
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if (eliteMonsters.length > 0) {
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const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
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const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
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// 数量提升为原来的3倍
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// 数量减少为原来的三分之一
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const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
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const count = Math.max(1, Math.floor(2 + waveNumber / 8));
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const monsterInfo = HeroInfo[eliteMonster];
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const monsterInfo = HeroInfo[eliteMonster];
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// 生成精英词条
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// 生成精英词条
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@@ -332,10 +332,10 @@ export class RogueConfig {
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const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
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const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
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// Boss数量提升为3倍(一般Boss只刷1只,这里最多刷3只)
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// Boss数量减少为原来的三分之一(一般Boss只刷1只)
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const monsters = [{
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const monsters = [{
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uuid: bossMonster,
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uuid: bossMonster,
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count: 3,
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count: 1,
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type: "boss",
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type: "boss",
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series: series,
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series: series,
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isBoss: true,
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isBoss: true,
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