dd
This commit is contained in:
@@ -129,6 +129,7 @@ export enum BuffAttr {
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FROST_TIME = 27, //冰冻时间
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HP_MAX = 28, //最大生命值数值
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POWER_UP = 29, //能量增加
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LIFESTEAL = 30, //吸血
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}
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export const geDebuffNum=()=>{
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@@ -181,6 +182,7 @@ export const getBuffNum=()=>{
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FROST_TIME:0,
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HP_MAX:0,//最大生命值数值
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POWER_UP:0,//能量增加
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LIFESTEAL:0,//吸血
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}
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}
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@@ -6,37 +6,42 @@ export enum TalentQuality {
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PURPLE = 4, // 紫色品质
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}
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// 天赋类型枚举
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export enum TalentType {
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ATK = 1, // 攻击力
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CRITICAL = 2, // 暴击率
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CRITICAL_DMG = 3, // 暴击伤害
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DODGE = 4, // 闪避
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ATTACK_COUNT = 5, // 攻击次数
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HP = 6, // 生命值
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DEF = 7, // 免伤
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PUNCTURE = 8, // 普通攻击穿透
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ATK_CD = 9, // 攻击加速
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SKILL_CD = 10, // 技能加速
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FROST_RATIO = 11, // 冰冻概率
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KNOCKBACK = 12, // 击退概率
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STUN_RATTO = 13, // 击晕概率
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REFLECT = 14, // 反伤
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LIFESTEAL = 15, // 吸血
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}
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// 天赋配置接口
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export interface TalentConfig {
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uuid: number;
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name: string;
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path: string;
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type: TalentType;
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quality: TalentQuality;
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buffType: BuffAttr;
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value: number;
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info: string;
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icon?: string;
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}
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/**
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* 天赋buff类型配置表
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* 加成设定:最高品质(紫色),其他品质减20%
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*
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* | 序号 | 天赋名称 | 最高加成 | BuffAttr枚举 | 说明 |
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* |------|-------------|-------------------|---------------------|-------------------|
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* | 1 | 攻击强化 | +50% | BuffAttr.ATK | 攻击力百分比加成 |
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* | 2 | 暴击强化 | +25% | BuffAttr.CRITICAL | 暴击率加成 |
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* | 3 | 暴击伤害强化 | +50% | BuffAttr.CRITICAL_DMG| 暴击伤害加成 |
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* | 4 | 闪避强化 | +15% | BuffAttr.DODGE | 闪避率加成 |
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* | 5 | 多重攻击 | +1次,伤害减40% | BuffAttr.DEBUFF_COUNT| 攻击次数增加 |
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* | 6 | 生命强化 | +100% | BuffAttr.HP | 生命值百分比加成 |
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* | 7 | 免伤强化 | +15% | BuffAttr.DEF | 免伤百分比加成 |
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* | 8 | 穿透强化 | +1层 | BuffAttr.PUNCTURE | 普通攻击穿透层数 |
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* | 9 | 攻击加速 | +40% | BuffAttr.ATK_CD | 攻击速度加成 |
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* | 10 | 技能加速 | +40% | BuffAttr.SKILL_CD | 技能冷却缩减 |
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* | 11 | 冰冻强化 | +10% | BuffAttr.FROST_RATIO| 冰冻概率加成 |
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* | 12 | 击退强化 | +10% | BuffAttr.KNOCKBACK | 击退概率加成 |
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* | 13 | 击晕强化 | +10% | BuffAttr.STUN_RATTO | 击晕概率加成 |
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* | 14 | 反伤强化 | +20% | BuffAttr.REFLECT | 反伤百分比加成 |
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* | 15 | 吸血强化 | +20% | BuffAttr.LIFESTEAL | 吸血百分比加成 |
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*/
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export const TalentSlot = {
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0:"tal1",
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1:"tal2",
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@@ -48,38 +53,38 @@ export const TalentSlot = {
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// 天赋列表配置
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export const TalentList: { [key: number]: TalentConfig } = {
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// ==================== 蓝色品质天赋 ====================
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1001: {uuid:1001,name:"攻击强化",path:"3063",type:TalentType.ATK,quality:TalentQuality.BLUE,buffType:BuffAttr.ATK,value:30,info:"攻击力+30%"},
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1002: {uuid:1002,name:"暴击强化",path:"3063",type:TalentType.CRITICAL,quality:TalentQuality.BLUE,buffType:BuffAttr.CRITICAL,value:15,info:"暴击率+15%"},
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1003: {uuid:1003,name:"暴击伤害强化",path:"3063",type:TalentType.CRITICAL_DMG,quality:TalentQuality.BLUE,buffType:BuffAttr.CRITICAL_DMG,value:30,info:"暴击伤害+30%"},
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1004: {uuid:1004,name:"闪避强化",path:"3063",type:TalentType.DODGE,quality:TalentQuality.BLUE,buffType:BuffAttr.DODGE,value:9,info:"闪避率+9%"},
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1005: {uuid:1005,name:"多重攻击",path:"3063",type:TalentType.ATTACK_COUNT,quality:TalentQuality.BLUE,buffType:BuffAttr.DEBUFF_COUNT,value:1,info:"攻击次数+1,伤害减60%"},
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1006: {uuid:1006,name:"生命强化",path:"3063",type:TalentType.HP,quality:TalentQuality.BLUE,buffType:BuffAttr.HP,value:60,info:"生命值+60%"},
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1007: {uuid:1007,name:"免伤强化",path:"3063",type:TalentType.DEF,quality:TalentQuality.BLUE,buffType:BuffAttr.DEF,value:9,info:"免伤+9%"},
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1008: {uuid:1008,name:"穿透强化",path:"3063",type:TalentType.PUNCTURE,quality:TalentQuality.BLUE,buffType:BuffAttr.PUNCTURE,value:1,info:"普通攻击穿透+1"},
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1009: {uuid:1009,name:"攻击加速",path:"3063",type:TalentType.ATK_CD,quality:TalentQuality.BLUE,buffType:BuffAttr.ATK_CD,value:24,info:"攻击速度+24%"},
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1010: {uuid:1010,name:"技能加速",path:"3063",type:TalentType.SKILL_CD,quality:TalentQuality.BLUE,buffType:BuffAttr.SKILL_CD,value:24,info:"技能冷却缩减+24%"},
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1011: {uuid:1011,name:"冰冻强化",path:"3063",type:TalentType.FROST_RATIO,quality:TalentQuality.BLUE,buffType:BuffAttr.FROST_RATIO,value:6,info:"冰冻概率+6%"},
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1012: {uuid:1012,name:"击退强化",path:"3063",type:TalentType.KNOCKBACK,quality:TalentQuality.BLUE,buffType:BuffAttr.KNOCKBACK,value:6,info:"击退概率+6%"},
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1013: {uuid:1013,name:"击晕强化",path:"3063",type:TalentType.STUN_RATTO,quality:TalentQuality.BLUE,buffType:BuffAttr.STUN_RATTO,value:6,info:"击晕概率+6%"},
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1014: {uuid:1014,name:"反伤强化",path:"3063",type:TalentType.REFLECT,quality:TalentQuality.BLUE,buffType:BuffAttr.REFLECT,value:12,info:"反伤+12%"},
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1015: {uuid:1015,name:"吸血强化",path:"3063",type:TalentType.LIFESTEAL,quality:TalentQuality.BLUE,buffType:BuffAttr.POWER_UP,value:12,info:"吸血+12%"},
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1001: {uuid:1001,name:"攻击强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.ATK,value:30,info:"攻击力+30%"},
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1002: {uuid:1002,name:"暴击强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.CRITICAL,value:15,info:"暴击率+15%"},
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1003: {uuid:1003,name:"暴击伤害强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.CRITICAL_DMG,value:30,info:"暴击伤害+30%"},
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1004: {uuid:1004,name:"闪避强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.DODGE,value:9,info:"闪避率+9%"},
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1005: {uuid:1005,name:"多重攻击",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.DEBUFF_COUNT,value:1,info:"攻击次数+1,伤害减60%"},
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1006: {uuid:1006,name:"生命强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.HP,value:60,info:"生命值+60%"},
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1007: {uuid:1007,name:"免伤强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.DEF,value:9,info:"免伤+9%"},
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1008: {uuid:1008,name:"穿透强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.PUNCTURE,value:1,info:"普通攻击穿透+1"},
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1009: {uuid:1009,name:"攻击加速",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.ATK_CD,value:24,info:"攻击速度+24%"},
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1010: {uuid:1010,name:"技能加速",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.SKILL_CD,value:24,info:"技能冷却缩减+24%"},
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1011: {uuid:1011,name:"冰冻强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.FROST_RATIO,value:6,info:"冰冻概率+6%"},
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1012: {uuid:1012,name:"击退强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.KNOCKBACK,value:6,info:"击退概率+6%"},
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1013: {uuid:1013,name:"击晕强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.STUN_RATTO,value:6,info:"击晕概率+6%"},
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1014: {uuid:1014,name:"反伤强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.REFLECT,value:12,info:"反伤+12%"},
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1015: {uuid:1015,name:"吸血强化",path:"3063",quality:TalentQuality.BLUE,buffType:BuffAttr.LIFESTEAL,value:12,info:"吸血+12%"},
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// ==================== 紫色品质天赋 ====================
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2001: {uuid:2001,name:"攻击大师",path:"3063",type:TalentType.ATK,quality:TalentQuality.PURPLE,buffType:BuffAttr.ATK,value:50,info:"攻击力+50%"},
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2002: {uuid:2002,name:"暴击大师",path:"3063",type:TalentType.CRITICAL,quality:TalentQuality.PURPLE,buffType:BuffAttr.CRITICAL,value:25,info:"暴击率+25%"},
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2003: {uuid:2003,name:"暴击伤害大师",path:"3063",type:TalentType.CRITICAL_DMG,quality:TalentQuality.PURPLE,buffType:BuffAttr.CRITICAL_DMG,value:50,info:"暴击伤害+50%"},
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2004: {uuid:2004,name:"闪避大师",path:"3063",type:TalentType.DODGE,quality:TalentQuality.PURPLE,buffType:BuffAttr.DODGE,value:15,info:"闪避率+15%"},
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2005: {uuid:2005,name:"多重攻击大师",path:"3063",type:TalentType.ATTACK_COUNT,quality:TalentQuality.PURPLE,buffType:BuffAttr.DEBUFF_COUNT,value:1,info:"攻击次数+1,伤害减40%"},
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2006: {uuid:2006,name:"生命大师",path:"3063",type:TalentType.HP,quality:TalentQuality.PURPLE,buffType:BuffAttr.HP,value:100,info:"生命值+100%"},
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2007: {uuid:2007,name:"免伤大师",path:"3063",type:TalentType.DEF,quality:TalentQuality.PURPLE,buffType:BuffAttr.DEF,value:15,info:"免伤+15%"},
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2008: {uuid:2008,name:"穿透大师",path:"3063",type:TalentType.PUNCTURE,quality:TalentQuality.PURPLE,buffType:BuffAttr.PUNCTURE,value:1,info:"普通攻击穿透+1"},
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2009: {uuid:2009,name:"攻击加速大师",path:"3063",type:TalentType.ATK_CD,quality:TalentQuality.PURPLE,buffType:BuffAttr.ATK_CD,value:40,info:"攻击速度+40%"},
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2010: {uuid:2010,name:"技能加速大师",path:"3063",type:TalentType.SKILL_CD,quality:TalentQuality.PURPLE,buffType:BuffAttr.SKILL_CD,value:40,info:"技能冷却缩减+40%"},
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2011: {uuid:2011,name:"冰冻大师",path:"3063",type:TalentType.FROST_RATIO,quality:TalentQuality.PURPLE,buffType:BuffAttr.FROST_RATIO,value:10,info:"冰冻概率+10%"},
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2012: {uuid:2012,name:"击退大师",path:"3063",type:TalentType.KNOCKBACK,quality:TalentQuality.PURPLE,buffType:BuffAttr.KNOCKBACK,value:10,info:"击退概率+10%"},
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2013: {uuid:2013,name:"击晕大师",path:"3063",type:TalentType.STUN_RATTO,quality:TalentQuality.PURPLE,buffType:BuffAttr.STUN_RATTO,value:10,info:"击晕概率+10%"},
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2014: {uuid:2014,name:"反伤大师",path:"3063",type:TalentType.REFLECT,quality:TalentQuality.PURPLE,buffType:BuffAttr.REFLECT,value:20,info:"反伤+20%"},
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2015: {uuid:2015,name:"吸血大师",path:"3063",type:TalentType.LIFESTEAL,quality:TalentQuality.PURPLE,buffType:BuffAttr.POWER_UP,value:20,info:"吸血+20%"},
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2001: {uuid:2001,name:"攻击大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.ATK,value:50,info:"攻击力+50%"},
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2002: {uuid:2002,name:"暴击大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.CRITICAL,value:25,info:"暴击率+25%"},
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2003: {uuid:2003,name:"暴击伤害大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.CRITICAL_DMG,value:50,info:"暴击伤害+50%"},
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2004: {uuid:2004,name:"闪避大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.DODGE,value:15,info:"闪避率+15%"},
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2005: {uuid:2005,name:"多重攻击大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.DEBUFF_COUNT,value:1,info:"攻击次数+1,伤害减40%"},
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2006: {uuid:2006,name:"生命大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.HP,value:100,info:"生命值+100%"},
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2007: {uuid:2007,name:"免伤大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.DEF,value:15,info:"免伤+15%"},
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2008: {uuid:2008,name:"穿透大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.PUNCTURE,value:1,info:"普通攻击穿透+1"},
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2009: {uuid:2009,name:"攻击加速大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.ATK_CD,value:40,info:"攻击速度+40%"},
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2010: {uuid:2010,name:"技能加速大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.SKILL_CD,value:40,info:"技能冷却缩减+40%"},
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2011: {uuid:2011,name:"冰冻大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.FROST_RATIO,value:10,info:"冰冻概率+10%"},
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2012: {uuid:2012,name:"击退大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.KNOCKBACK,value:10,info:"击退概率+10%"},
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2013: {uuid:2013,name:"击晕大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.STUN_RATTO,value:10,info:"击晕概率+10%"},
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2014: {uuid:2014,name:"反伤大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.REFLECT,value:20,info:"反伤+20%"},
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2015: {uuid:2015,name:"吸血大师",path:"3063",quality:TalentQuality.PURPLE,buffType:BuffAttr.LIFESTEAL,value:20,info:"吸血+20%"},
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};
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// 获取天赋配置
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@@ -92,9 +97,9 @@ export const getTalentsByQuality = (quality: TalentQuality): TalentConfig[] => {
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return Object.values(TalentList).filter(talent => talent.quality === quality);
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};
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// 获取指定类型的所有天赋
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export const getTalentsByType = (type: TalentType): TalentConfig[] => {
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return Object.values(TalentList).filter(talent => talent.type === type);
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// 获取指定BuffAttr类型的所有天赋
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export const getTalentsByBuffType = (buffType: BuffAttr): TalentConfig[] => {
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return Object.values(TalentList).filter(talent => talent.buffType === buffType);
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};
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// 获取所有蓝色品质天赋
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@@ -22,6 +22,7 @@ export class HeroConComp extends CCComp {
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.UseSpecialCard,this.use_special_card,this)
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this.on(GameEvent.UseEnhancement,this.use_enhancement,this)
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this.on(GameEvent.UseTalentCard,this.use_talent_card,this)
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this.heroView=this.node.getComponent(HeroViewComp)
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console.log("[HeroConCompComp]:onLoad",this.heroView)
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@@ -74,22 +75,50 @@ export class HeroConComp extends CCComp {
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console.log("[HeroConCompComp]:use_special_card",data)
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}
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use_enhancement(e:GameEvent,data:any){
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// console.log("[HeroViewComp]:use_enhancement",data)
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switch(data.type){
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case EnhancementType.ATTACK:
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this.heroView.add_ap(data.value)
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break
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case EnhancementType.ATTACK_SPEED:
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this.heroView.add_speed(data.value)
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break
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case EnhancementType.HEALTH:
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this.heroView.add_hp_max(data.value,true)
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break
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case EnhancementType.DEF:
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this.heroView.add_def(data.value)
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break
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}
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// console.log("[HeroViewComp]:use_enhancement",data)
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switch(data.type){
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case EnhancementType.ATTACK:
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this.heroView.add_ap(data.value)
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break
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case EnhancementType.ATTACK_SPEED:
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this.heroView.add_speed(data.value)
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break
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case EnhancementType.HEALTH:
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this.heroView.add_hp_max(data.value,true)
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break
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case EnhancementType.DEF:
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this.heroView.add_def(data.value)
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break
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}
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}
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use_talent_card(e:GameEvent,data:any){
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console.log("[HeroConCompComp]:use_talent_card",data)
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switch(data.buffType){
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case BuffAttr.ATK:
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this.heroView.TALENT[BuffAttr.ATK]+=data.value
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this.heroView.count_ap()
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break
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case BuffAttr.ATK_CD:
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this.heroView.TALENT[BuffAttr.ATK_CD]+=data.value
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break
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case BuffAttr.HP:
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this.heroView.TALENT[BuffAttr.HP]+=data.value
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break
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case BuffAttr.CRITICAL:
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this.heroView.TALENT[BuffAttr.CRITICAL]+=data.value
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break
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case BuffAttr.CRITICAL_DMG:
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this.heroView.TALENT[BuffAttr.CRITICAL_DMG]+=data.value
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break
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case BuffAttr.DODGE:
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this.heroView.TALENT[BuffAttr.DODGE]+=data.value
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break
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case BuffAttr.DEBUFF_COUNT:
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this.heroView.TALENT[BuffAttr.DEBUFF_COUNT]+=data.value
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break
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}
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
|
||||
@@ -59,6 +59,7 @@ export class HeroViewComp extends CCComp {
|
||||
ap_base:number=0;
|
||||
// atk_speed: number = 1;
|
||||
cd: number = 1.3; /**攻击速度 攻击间隔 */
|
||||
buff_cd:number=0;
|
||||
dis: number = 80;
|
||||
at: number = 0; /** 冷却时间 */
|
||||
atk_skill:number=0;
|
||||
@@ -103,6 +104,7 @@ export class HeroViewComp extends CCComp {
|
||||
DEBUFF_BURNS: Array<{value: number, count: number}> = [] //易伤
|
||||
DEBUFF_DEATKS: Array<{value: number, count: number}> = [] //减攻击
|
||||
DEBUFF_DECDS: Array<{value: number, count: number}> = [] //减攻击速度
|
||||
|
||||
DEBUFF_SLOW: number = 0; //减速
|
||||
DEBUFF_FROST: number = 0; //冰冻
|
||||
DEBUFF_STUN: number = 0; //眩晕
|
||||
@@ -111,7 +113,23 @@ export class HeroViewComp extends CCComp {
|
||||
DEBUFF_COUNT:number=0; //debuff 持续次数
|
||||
DEBUFF_UP:number=0; //debuff 概率提升
|
||||
|
||||
|
||||
TALENT:any={
|
||||
[BuffAttr.ATK]:0,
|
||||
[BuffAttr.CRITICAL]:0,
|
||||
[BuffAttr.CRITICAL_DMG]:0,
|
||||
[BuffAttr.DODGE]:0,
|
||||
[BuffAttr.DEBUFF_COUNT]:0,
|
||||
[BuffAttr.HP]:0,
|
||||
[BuffAttr.DEF]:0,
|
||||
[BuffAttr.PUNCTURE]:0,
|
||||
[BuffAttr.ATK_CD]:0,
|
||||
[BuffAttr.SKILL_CD]:0,
|
||||
[BuffAttr.FROST_RATIO]:0,
|
||||
[BuffAttr.KNOCKBACK]:0,
|
||||
[BuffAttr.STUN_RATTO]:0,
|
||||
[BuffAttr.REFLECT]:0,
|
||||
[BuffAttr.LIFESTEAL]:0,
|
||||
}
|
||||
|
||||
|
||||
private damageQueue: Array<{
|
||||
@@ -150,6 +168,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||
|
||||
}
|
||||
|
||||
update(dt: number){
|
||||
if(!smc.mission.play||smc.mission.pause) return
|
||||
// if(this.is_dead) {
|
||||
@@ -218,11 +237,33 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
// this.BUFFCOMP.tooltip(TooltipTypes.defup,def.toFixed(0));
|
||||
}
|
||||
|
||||
add_speed(cd: number){
|
||||
this.cd -=this.cd*cd/100
|
||||
if(this.is_master) this.BUFFCOMP.vmdata_update()
|
||||
this.buff_cd+=cd
|
||||
this.count_cd()
|
||||
// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
|
||||
}
|
||||
|
||||
check_cd(){
|
||||
return this.cd/((this.buff_cd+this.TALENT[BuffAttr.ATK_CD])/100+1)
|
||||
}
|
||||
count_cd(){
|
||||
this.cd=this.check_cd()
|
||||
if(this.is_master) {
|
||||
this.BUFFCOMP.vmdata_update();
|
||||
}
|
||||
}
|
||||
check_ap(){
|
||||
return Math.floor(this.ap_base*(100+this.buff_ap+this.TALENT[BuffAttr.ATK])/100)
|
||||
}
|
||||
|
||||
count_ap(){
|
||||
this.ap=this.check_ap()
|
||||
if(this.is_master) {
|
||||
this.BUFFCOMP.vmdata_update();
|
||||
oops.message.dispatchEvent(GameEvent.APChange,{is_master:this.is_master,fac:this.fac})
|
||||
}
|
||||
}
|
||||
add_ap(ap: number,is_num:boolean=true){
|
||||
// console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
|
||||
if(is_num){
|
||||
@@ -230,15 +271,9 @@ export class HeroViewComp extends CCComp {
|
||||
}else{
|
||||
this.buff_ap += Math.floor(ap);
|
||||
}
|
||||
let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap
|
||||
this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100)
|
||||
|
||||
let diff=this.check_ap()-this.ap
|
||||
this.count_ap()
|
||||
// this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
|
||||
|
||||
if(this.is_master) {
|
||||
this.BUFFCOMP.vmdata_update();
|
||||
oops.message.dispatchEvent(GameEvent.APChange,{is_master:this.is_master,fac:this.fac})
|
||||
}
|
||||
}
|
||||
|
||||
de_ap(ap: number,is_num:boolean=true){
|
||||
@@ -248,12 +283,8 @@ export class HeroViewComp extends CCComp {
|
||||
}else{
|
||||
this.buff_ap -= Math.floor(ap/100*this.ap);
|
||||
}
|
||||
let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap
|
||||
this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100)
|
||||
|
||||
// this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
|
||||
|
||||
if(this.is_master) this.BUFFCOMP.vmdata_update()
|
||||
let diff=this.check_ap()-this.ap
|
||||
this.count_ap()
|
||||
}
|
||||
|
||||
add_hp_max(hp: number=0,is_num:boolean=false){
|
||||
|
||||
Reference in New Issue
Block a user