怪物数 增加, 但强度太低了 需要考虑下

This commit is contained in:
2025-07-16 23:50:21 +08:00
parent 2c09abc373
commit 8aa4edabd4
3 changed files with 17 additions and 273 deletions

View File

@@ -212,7 +212,8 @@ export class RogueConfig {
static generateNormalWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
// 数量提升为原来的3倍最大数量也提升
const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
const monsters = [];
// 选择怪物类型
@@ -272,7 +273,8 @@ export class RogueConfig {
if (eliteMonsters.length > 0) {
const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
const count = Math.max(1, Math.floor(2 + waveNumber / 8));
// 数量提升为原来的3倍
const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
const monsterInfo = HeroInfo[eliteMonster];
// 生成精英词条
@@ -330,9 +332,10 @@ export class RogueConfig {
const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
// Boss数量提升为3倍一般Boss只刷1只这里最多刷3只
const monsters = [{
uuid: bossMonster,
count: 1,
count: 3,
type: "boss",
series: series,
isBoss: true,
@@ -418,10 +421,12 @@ export class RogueConfig {
// 预览属性变化实际应用在Mon.ts中
switch (affix) {
case BuffAttr.ATK:
modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100));
// 攻击力提升幅度加大每波提升额外增加10%
modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1));
break;
case BuffAttr.HP:
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
// 生命值提升幅度加大每波提升额外增加15%
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15));
break;
case BuffAttr.ATK_CD:
modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));