怪物数 增加, 但强度太低了 需要考虑下
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@@ -212,7 +212,8 @@ export class RogueConfig {
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static generateNormalWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
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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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const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
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const monsters = [];
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// 选择怪物类型
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@@ -272,7 +273,8 @@ export class RogueConfig {
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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 count = Math.max(1, Math.floor(2 + waveNumber / 8));
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// 数量提升为原来的3倍
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const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
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const monsterInfo = HeroInfo[eliteMonster];
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// 生成精英词条
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@@ -330,9 +332,10 @@ export class RogueConfig {
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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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const monsters = [{
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uuid: bossMonster,
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count: 1,
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count: 3,
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type: "boss",
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series: series,
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isBoss: true,
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@@ -418,10 +421,12 @@ export class RogueConfig {
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// 预览属性变化(实际应用在Mon.ts中)
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switch (affix) {
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case BuffAttr.ATK:
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modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100));
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// 攻击力提升幅度加大,每波提升额外增加10%
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modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1));
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break;
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case BuffAttr.HP:
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modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
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// 生命值提升幅度加大,每波提升额外增加15%
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modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15));
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break;
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case BuffAttr.ATK_CD:
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modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));
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