From b4fd807ddc76df3b73f0c356af1e89cbe07de8c0 Mon Sep 17 00:00:00 2001 From: panw Date: Thu, 20 Nov 2025 16:22:36 +0800 Subject: [PATCH] =?UTF-8?q?feat(=E5=A4=A9=E8=B5=8B=E7=B3=BB=E7=BB=9F):=20?= =?UTF-8?q?=E6=B7=BB=E5=8A=A0=E5=A4=A9=E8=B5=8B=E6=89=A7=E8=A1=8C=E6=AC=A1?= =?UTF-8?q?=E6=95=B0=E5=8A=9F=E8=83=BD=E5=B9=B6=E5=AE=9E=E7=8E=B0=E5=BF=85?= =?UTF-8?q?=E6=9A=B4=E6=95=88=E6=9E=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 为天赋系统添加count字段控制执行次数,并实现C_ATK、C_SKILL、C_MSKILL三种必暴效果类型 --- assets/script/game/common/config/TalSet.ts | 38 ++++++++++++---------- assets/script/game/hero/TalComp.ts | 17 +++++++++- 2 files changed, 37 insertions(+), 18 deletions(-) diff --git a/assets/script/game/common/config/TalSet.ts b/assets/script/game/common/config/TalSet.ts index 59e54dad..d686421b 100644 --- a/assets/script/game/common/config/TalSet.ts +++ b/assets/script/game/common/config/TalSet.ts @@ -28,6 +28,9 @@ export enum TalEffet { D_SKILL=8, //两次技能 SHIELD=9, // 护盾 LDMG=10, // 减伤 + C_ATK=11, // 普工必爆 + C_SKILL=12, // 一般技能必暴 + C_MSKILL=13, // 必杀技能必暴 } export enum TalTarget { @@ -61,6 +64,7 @@ export interface ItalConf { attrs?:TalAttrs //触发的attrs效果的对应attrs Trigger:number //触发值 desc: string; // 天赋描述(说明触发条件和效果) + count:number //执行次数,及可以触发的次数 } // ========== 天赋配置表 ========== @@ -81,42 +85,42 @@ export interface ItalConf { */ export const talConf: Record = { /*** 普通攻击触发 ***/ - 7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, + 7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"}, - 7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, + 7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"}, - 7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, + 7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会回复10%的生命值"}, - 7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, + 7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会回复10%的蓝值"}, - 7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE, + 7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE, desc:"普通攻击3次后, 获得5%的冻结率"}, - 7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.SILENCE_CHANCE, + 7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.SILENCE_CHANCE, desc:"普通攻击3次后, 获得5%的沉默率"}, - 7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.BACK_CHANCE, + 7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.BACK_CHANCE, desc:"普通攻击3次后, 获得5%的击退率"}, - 7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.CRITICAL, + 7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.CRITICAL, desc:"普通攻击3次后, 获得5%的暴击率"}, - 7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.STUN_CHANCE, + 7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.STUN_CHANCE, desc:"普通攻击3次后, 获得5%的眩晕率"}, - 7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,target:TalTarget.SELF,effet:TalEffet.D_SKILL,vType:BType.RATIO, value:0,attrs:TalAttrs.NON, + 7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,count:1,target:TalTarget.SELF,effet:TalEffet.D_SKILL,vType:BType.RATIO, value:0,attrs:TalAttrs.NON, desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"}, /*** 受伤触发 ***/ - 7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, + 7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"被攻击3次后, 给于目标50%的伤害"}, - 7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON, + 7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON, desc:"被攻击3次后, 获得20%的生命值护盾"}, - 7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.LDMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, + 7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.LDMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"被攻击3次后, 下1次伤害减50%"}, - /*** 失去血量触发 ***/ //需要重新设计,触发类型 - 7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.VALUE, value:10,attrs:TalAttrs.AP, + /*** 失去血量触发 ***/ + 7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,count:10,target:TalTarget.SELF,effet:TalEffet.C_ATK,vType:BType.VALUE, value:0,attrs:TalAttrs.NON, desc:"每失去50%生命值,获得下10次普通攻击暴击"}, - /*** 升级触发 ***/ //需要重新设计,触发类型 - 7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.VALUE, value:5,attrs:TalAttrs.AP, + /*** 升级触发 ***/ + 7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,count:5,target:TalTarget.SELF,effet:TalEffet.C_SKILL,vType:BType.VALUE, value:0,attrs:TalAttrs.NON, desc:"每升1级,获得下5次技能暴击"}, }; diff --git a/assets/script/game/hero/TalComp.ts b/assets/script/game/hero/TalComp.ts index 4df9796e..a690fbde 100644 --- a/assets/script/game/hero/TalComp.ts +++ b/assets/script/game/hero/TalComp.ts @@ -18,6 +18,8 @@ export interface TalSlot { vType:BType; // 数值型还是百分比型 value: number; // 触发的效果数值 value_add: number; // 触发的效果数值增量 + count: number; // 执行次数,及可以触发的次数 + count_add: number; // 执行次数增量 Trigger: number; // 天赋触发阈值 Trigger_add: number; // 天赋触发阈值减值 desc: string; // 天赋描述(说明触发条件和效果) @@ -91,6 +93,8 @@ export class TalComp extends ecs.Comp { vType: tConf.vType, value: tConf.value, // 效果数值初始为配置值 value_add: 0, // 效果数值增量初始为0 + count: 1, // 执行次数,及可以触发的次数 + count_add:0, // 执行次数增量初始为0 Trigger: tConf.Trigger, // 触发阈值(后续可从配置中读取) Trigger_add: 0, // 触发阈值增量初始为0 desc: tConf.desc, @@ -176,7 +180,9 @@ export class TalComp extends ecs.Comp { const talent = this.Tals[uuid]; if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发 console.log(`[TalComp]天赋触发,天赋ID:${uuid}`); - this.doTriggerTal(talent.uuid); + for(let i=0;i<(talent.count+talent.count_add);i++){ + this.doTriggerTal(talent.uuid); + } // 重置累积值 talent.cur = 0; @@ -198,6 +204,15 @@ export class TalComp extends ecs.Comp { case TalEffet.D_SKILL: heroAttrs.addTalent(TalEffet.D_SKILL, talent.value + talent.value_add); break; + case TalEffet.C_ATK: + heroAttrs.addTalent(TalEffet.C_ATK, talent.value + talent.value_add); + break; + case TalEffet.C_SKILL: + heroAttrs.addTalent(TalEffet.C_SKILL, talent.value + talent.value_add); + break; + case TalEffet.C_MSKILL: + heroAttrs.addTalent(TalEffet.C_MSKILL, talent.value + talent.value_add); + break; case TalEffet.BUFF: heroAttrs.addTalBuff(talent.uuid, talent.attrs, talent.vType, talent.value + talent.value_add); break;