天赋 初步, 倒计时 添加

This commit is contained in:
2025-07-28 17:12:43 +08:00
parent b3ea965c46
commit d081695725
10 changed files with 36958 additions and 5179 deletions

View File

@@ -29,383 +29,50 @@ export enum TalentType {
export interface TalentConfig {
uuid: number;
name: string;
path: string;
type: TalentType;
quality: TalentQuality;
buffType: BuffAttr;
value: number;
cost: number;
maxLevel: number;
description: string;
info: string;
icon?: string;
}
// 天赋列表配置
export const TalentList: { [key: number]: TalentConfig } = {
// ==================== 蓝色品质天赋 ====================
// 攻击系
1001: {
uuid: 1001,
name: "攻击强化",
type: TalentType.ATK,
quality: TalentQuality.BLUE,
buffType: BuffAttr.ATK,
value: 50,
cost: 1,
maxLevel: 1,
description: "攻击力+50%"
},
1002: {
uuid: 1002,
name: "暴击强化",
type: TalentType.CRITICAL,
quality: TalentQuality.BLUE,
buffType: BuffAttr.CRITICAL,
value: 25,
cost: 1,
maxLevel: 1,
description: "暴击率+25%"
},
1003: {
uuid: 1003,
name: "暴击伤害强化",
type: TalentType.CRITICAL_DMG,
quality: TalentQuality.BLUE,
buffType: BuffAttr.CRITICAL_DMG,
value: 50,
cost: 1,
maxLevel: 1,
description: "暴击伤害+50%"
},
1004: {
uuid: 1004,
name: "闪避强化",
type: TalentType.DODGE,
quality: TalentQuality.BLUE,
buffType: BuffAttr.DODGE,
value: 15,
cost: 1,
maxLevel: 1,
description: "闪避率+15%"
},
1005: {
uuid: 1005,
name: "多重攻击",
type: TalentType.ATTACK_COUNT,
quality: TalentQuality.BLUE,
buffType: BuffAttr.DEBUFF_COUNT, // 使用debuff_count来表示攻击次数
value: 1,
cost: 1,
maxLevel: 1,
description: "攻击次数+1伤害减40%"
},
1006: {
uuid: 1006,
name: "生命强化",
type: TalentType.HP,
quality: TalentQuality.BLUE,
buffType: BuffAttr.HP,
value: 100,
cost: 1,
maxLevel: 1,
description: "生命值+100%"
},
1007: {
uuid: 1007,
name: "免伤强化",
type: TalentType.DEF,
quality: TalentQuality.BLUE,
buffType: BuffAttr.DEF,
value: 15,
cost: 1,
maxLevel: 1,
description: "免伤+15%"
},
1008: {
uuid: 1008,
name: "穿透强化",
type: TalentType.PUNCTURE,
quality: TalentQuality.BLUE,
buffType: BuffAttr.PUNCTURE,
value: 1,
cost: 1,
maxLevel: 1,
description: "普通攻击穿透+1"
},
1009: {
uuid: 1009,
name: "攻击加速",
type: TalentType.ATK_CD,
quality: TalentQuality.BLUE,
buffType: BuffAttr.ATK_CD,
value: 40,
cost: 1,
maxLevel: 1,
description: "攻击速度+40%"
},
1010: {
uuid: 1010,
name: "技能加速",
type: TalentType.SKILL_CD,
quality: TalentQuality.BLUE,
buffType: BuffAttr.SKILL_CD,
value: 40,
cost: 1,
maxLevel: 1,
description: "技能冷却缩减+40%"
},
1011: {
uuid: 1011,
name: "冰冻强化",
type: TalentType.FROST_RATIO,
quality: TalentQuality.BLUE,
buffType: BuffAttr.FROST_RATIO,
value: 10,
cost: 1,
maxLevel: 1,
description: "冰冻概率+10%"
},
1012: {
uuid: 1012,
name: "击退强化",
type: TalentType.KNOCKBACK,
quality: TalentQuality.BLUE,
buffType: BuffAttr.KNOCKBACK,
value: 10,
cost: 1,
maxLevel: 1,
description: "击退概率+10%"
},
1013: {
uuid: 1013,
name: "击晕强化",
type: TalentType.STUN_RATTO,
quality: TalentQuality.BLUE,
buffType: BuffAttr.STUN_RATTO,
value: 10,
cost: 1,
maxLevel: 1,
description: "击晕概率+10%"
},
1014: {
uuid: 1014,
name: "反伤强化",
type: TalentType.REFLECT,
quality: TalentQuality.BLUE,
buffType: BuffAttr.REFLECT,
value: 20,
cost: 1,
maxLevel: 1,
description: "反伤+20%"
},
1015: {
uuid: 1015,
name: "吸血强化",
type: TalentType.LIFESTEAL,
quality: TalentQuality.BLUE,
buffType: BuffAttr.POWER_UP, // 使用power_up来表示吸血效果
value: 20,
cost: 1,
maxLevel: 1,
description: "吸血+20%"
},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
// ==================== 紫色品质天赋 ====================
// 紫色品质比蓝色品质强15%
2001: {
uuid: 2001,
name: "攻击大师",
type: TalentType.ATK,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.ATK,
value: 57, // 50 * 1.15
cost: 2,
maxLevel: 1,
description: "攻击力+57%"
},
2002: {
uuid: 2002,
name: "暴击大师",
type: TalentType.CRITICAL,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.CRITICAL,
value: 29, // 25 * 1.15
cost: 2,
maxLevel: 1,
description: "暴击率+29%"
},
2003: {
uuid: 2003,
name: "暴击伤害大师",
type: TalentType.CRITICAL_DMG,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.CRITICAL_DMG,
value: 57, // 50 * 1.15
cost: 2,
maxLevel: 1,
description: "暴击伤害+57%"
},
2004: {
uuid: 2004,
name: "闪避大师",
type: TalentType.DODGE,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.DODGE,
value: 17, // 15 * 1.15
cost: 2,
maxLevel: 1,
description: "闪避率+17%"
},
2005: {
uuid: 2005,
name: "多重攻击大师",
type: TalentType.ATTACK_COUNT,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.DEBUFF_COUNT,
value: 1,
cost: 2,
maxLevel: 1,
description: "攻击次数+1伤害减35%" // 伤害减幅也相应减少
},
2006: {
uuid: 2006,
name: "生命大师",
type: TalentType.HP,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.HP,
value: 115, // 100 * 1.15
cost: 2,
maxLevel: 1,
description: "生命值+115%"
},
2007: {
uuid: 2007,
name: "免伤大师",
type: TalentType.DEF,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.DEF,
value: 17, // 15 * 1.15
cost: 2,
maxLevel: 1,
description: "免伤+17%"
},
2008: {
uuid: 2008,
name: "穿透大师",
type: TalentType.PUNCTURE,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.PUNCTURE,
value: 1,
cost: 2,
maxLevel: 1,
description: "普通攻击穿透+1伤害不减"
},
2009: {
uuid: 2009,
name: "攻击加速大师",
type: TalentType.ATK_CD,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.ATK_CD,
value: 46, // 40 * 1.15
cost: 2,
maxLevel: 1,
description: "攻击速度+46%"
},
2010: {
uuid: 2010,
name: "技能加速大师",
type: TalentType.SKILL_CD,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.SKILL_CD,
value: 46, // 40 * 1.15
cost: 2,
maxLevel: 1,
description: "技能冷却缩减+46%"
},
2011: {
uuid: 2011,
name: "冰冻大师",
type: TalentType.FROST_RATIO,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.FROST_RATIO,
value: 12, // 10 * 1.15
cost: 2,
maxLevel: 1,
description: "冰冻概率+12%"
},
2012: {
uuid: 2012,
name: "击退大师",
type: TalentType.KNOCKBACK,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.KNOCKBACK,
value: 12, // 10 * 1.15
cost: 2,
maxLevel: 1,
description: "击退概率+12%"
},
2013: {
uuid: 2013,
name: "击晕大师",
type: TalentType.STUN_RATTO,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.STUN_RATTO,
value: 12, // 10 * 1.15
cost: 2,
maxLevel: 1,
description: "击晕概率+12%"
},
2014: {
uuid: 2014,
name: "反伤大师",
type: TalentType.REFLECT,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.REFLECT,
value: 23, // 20 * 1.15
cost: 2,
maxLevel: 1,
description: "反伤+23%"
},
2015: {
uuid: 2015,
name: "吸血大师",
type: TalentType.LIFESTEAL,
quality: TalentQuality.PURPLE,
buffType: BuffAttr.POWER_UP,
value: 23, // 20 * 1.15
cost: 2,
maxLevel: 1,
description: "吸血+23%"
},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
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%"},
};
// 获取天赋配置
@@ -583,8 +250,8 @@ export const getBuildTalents = (buildName: string): number[] => {
// 天赋系统配置
export const TalentSystemConfig = {
maxTalents: 6, // 玩家最多拥有6个天赋
blueQualityMultiplier: 1.0, // 蓝色品质基础倍率
purpleQualityMultiplier: 1.15, // 紫色品质比蓝色强15%
blueQualityMultiplier: 0.6, // 蓝色品质基础值的60%降低40%
purpleQualityMultiplier: 1.0, // 紫色品质为基础值(最高品质)
talentCost: {
[TalentQuality.BLUE]: 1, // 蓝色天赋消耗1点
[TalentQuality.PURPLE]: 2 // 紫色天赋消耗2点

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@@ -126,6 +126,13 @@ export class CardComp extends CCComp {
let show=this.node.getChildByName("show")
show.getChildByName("name").getChildByName("name").getComponent(Label).string=TalentList[uuid].name
this.do_card_bg_show(TalentList[uuid].quality)
this.node.getChildByName("show").getChildByName("coins").active=false
var icon_path = "game/heros/cards"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("tal").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(TalentList[uuid].path);
});
show.getChildByName("info").getComponent(Label).string=TalentList[uuid].info
}
show_skill(uuid:number,data:any){
let show=this.node.getChildByName("show")
@@ -211,6 +218,7 @@ export class CardComp extends CCComp {
show.getChildByName("mask").getChildByName("func").active=false
show.getChildByName("mask").getChildByName("abg").active=false
show.getChildByName("mask").getChildByName("wbg").active=false
show.getChildByName("mask").getChildByName("tal").active=false
show.getChildByName("mask").getChildByName("lv1").active=false
show.getChildByName("mask").getChildByName("lv2").active=false
show.getChildByName("mask").getChildByName("lv3").active=false
@@ -225,6 +233,10 @@ export class CardComp extends CCComp {
show.getChildByName("mask").getChildByName("skill").active=true
show.getChildByName("type").getChildByName("name").getComponent(Label).string="技能"
break
case cardType.TALENT:
show.getChildByName("mask").getChildByName("tal").active=true
show.getChildByName("type").getChildByName("name").getComponent(Label).string="天赋"
break
case cardType.EQUIP:
show.getChildByName("mask").getChildByName("equip").active=true
switch(EquipInfo[this.c_uuid].type){

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@@ -27,6 +27,10 @@ export class MissionComp extends CCComp {
is_fight:boolean = false;
enhancements:any=[0,0,0,0,0]
update_count:number = 0;
is_show_time:boolean = false;
time_num:number = 0;
time_cd:Timer=new Timer(1);
next_func?:Function;
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.FightEnd,this.fight_end,this)
@@ -48,8 +52,36 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.gold+=(smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold)
}
}
if(this.is_show_time){
if(this.time_cd.update(dt)){
this.run_time()
}
}
}
show_time(onHide?:Function){
this.node.getChildByName("time").active=true
this.is_show_time=true
this.next_func=onHide
}
hide_time(){
if(this.next_func){
this.next_func()
}
this.node.getChildByName("time").active=false
this.is_show_time=false
this.next_func=undefined
}
run_time(){
tween(this.node.getChildByName("time")).to(0.2, {scale:v3(1.5,1.5,1.5)}, {easing:"backOut"}).start()
tween(this.node.getChildByName("time")).to(0.2, {scale:v3(1,1,1)}, {easing:"backIn"}).start()
tween(this.node.getChildByName("time")).to(0.2, {scale:v3(1.5,1.5,1.5)}, {easing:"backOut"}).start()
this.time_num--
this.node.getChildByName("time").getChildByName("time").getComponent(Label).string=this.time_num.toString()
if(this.time_num<=0){
this.hide_time()
}
}
private on_mon_wave_update(){
smc.vmdata.mission_data.current_wave++
@@ -68,7 +100,9 @@ export class MissionComp extends CCComp {
loading.active=false
},0.5)
this.to_ready()
this.to_fight()
this.time_num=5
this.show_time(this.to_fight.bind(this))
}
to_ready(){
oops.message.dispatchEvent(GameEvent.HeroSelect,{is_master:true})
@@ -90,6 +124,7 @@ export class MissionComp extends CCComp {
}
to_fight(){
console.log("[MissionComp] to_fight")
smc.vmdata.mission_data.in_fight=true
oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
}

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@@ -32,7 +32,7 @@ export class MissionMonCompComp extends CCComp {
rogueAttack?: number // 肉鸽固定攻击力
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
private spawnTimer: number = 0; // 生成计时器
private is_fight:boolean = false;

View File

@@ -79,27 +79,27 @@ interface TalentConfig {
```
### 天赋ID规则
- **蓝色品质**: 1001-1015 (15个天赋)
- **紫色品质**: 2001-2015 (15个天赋比蓝色强15%)
- **蓝色品质**: 1001-1015 (15个天赋数值为基础值的60%)
- **紫色品质**: 2001-2015 (15个天赋数值为基础值100%)
### 天赋类型对应关系
| 天赋类型 | BuffAttr | 蓝色值 | 紫色值 | 说明 |
|---------|----------|--------|--------|------|
| 攻击力 | ATK | +50% | +57% | 基础攻击力提升 |
| 暴击率 | CRITICAL | +25% | +29% | 暴击概率提升 |
| 暴击伤害 | CRITICAL_DMG | +50% | +57% | 暴击伤害提升 |
| 闪避率 | DODGE | +15% | +17% | 闪避概率提升 |
| 攻击力 | ATK | +30% | +50% | 基础攻击力提升 |
| 暴击率 | CRITICAL | +15% | +25% | 暴击概率提升 |
| 暴击伤害 | CRITICAL_DMG | +30% | +50% | 暴击伤害提升 |
| 闪避率 | DODGE | +9% | +15% | 闪避概率提升 |
| 攻击次数 | DEBUFF_COUNT | +1 | +1 | 攻击次数增加 |
| 生命值 | HP | +100% | +115% | 生命值提升 |
| 免伤 | DEF | +15% | +17% | 伤害减免 |
| 生命值 | HP | +60% | +100% | 生命值提升 |
| 免伤 | DEF | +9% | +15% | 伤害减免 |
| 穿透 | PUNCTURE | +1 | +1 | 攻击穿透目标数 |
| 攻击速度 | ATK_CD | +40% | +46% | 攻击冷却缩减 |
| 技能冷却 | SKILL_CD | +40% | +46% | 技能冷却缩减 |
| 冰冻概率 | FROST_RATIO | +10% | +12% | 冰冻效果概率 |
| 击退概率 | KNOCKBACK | +10% | +12% | 击退效果概率 |
| 击晕概率 | STUN_RATTO | +10% | +12% | 击晕效果概率 |
| 反伤 | REFLECT | +20% | +23% | 反伤比例 |
| 吸血 | POWER_UP | +20% | +23% | 吸血比例 |
| 攻击速度 | ATK_CD | +24% | +40% | 攻击冷却缩减 |
| 技能冷却 | SKILL_CD | +24% | +40% | 技能冷却缩减 |
| 冰冻概率 | FROST_RATIO | +6% | +10% | 冰冻效果概率 |
| 击退概率 | KNOCKBACK | +6% | +10% | 击退效果概率 |
| 击晕概率 | STUN_RATTO | +6% | +10% | 击晕效果概率 |
| 反伤 | REFLECT | +12% | +20% | 反伤比例 |
| 吸血 | POWER_UP | +12% | +20% | 吸血比例 |
### 使用示例
@@ -142,7 +142,7 @@ console.log(TalentSystemConfig.talentCost[TalentQuality.PURPLE]); // 2 - 紫色
```
### 平衡性设计
- **品质差异**: 紫色比蓝色强15%但消耗2倍点数
- **品质差异**: 紫色为基础值100%蓝色为基础值60%降低40%但消耗2倍点数
- **流派平衡**: 每个流派都有明确的优势和劣势
- **组合限制**: 最多6个天赋需要玩家做出选择
- **数值平衡**: 4个同类型天赋可以达到显著效果2个辅助天赋提供额外增益