From f72691cecb8ac0260034d54fbf3031bb0f61a33b Mon Sep 17 00:00:00 2001 From: panw Date: Thu, 3 Jul 2025 10:34:27 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AE=8C=E6=88=90=20=E5=89=91=E7=B1=BB=20?= =?UTF-8?q?=E5=88=9D=E6=AD=A5=E8=AE=BE=E8=AE=A1?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets/script/game/common/config/CardSet.ts | 32 ++- assets/script/game/common/config/Equips.ts | 245 ++++++++++++++++++- assets/script/game/common/config/SkillSet.ts | 6 + assets/script/game/hero/HeroViewComp.ts | 3 +- assets/script/game/map/CardsComp.ts | 7 +- assets/script/game/skills/Skill.ts | 10 +- assets/script/game/skills/SkillCom.ts | 2 + assets/wp.md | 134 +++------- test_equipment.js | 71 ++++++ 9 files changed, 378 insertions(+), 132 deletions(-) create mode 100644 test_equipment.js diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index 8af7ebbb..1041d23b 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -4,7 +4,7 @@ import { HeroList } from "./heroSet" import { HeroSkillList, SkillSet } from "./SkillSet" -import { accessorys, armors, equip_list, EquipType, weapons } from "./Equips" +import { equip_list, weapons, armors, accessorys } from "./Equips" //1:伙伴 2:技能 3:装备的出现概率配置 export const CardProbability={ @@ -100,7 +100,7 @@ export function getRandomCardUUIDByType(type: number): number { export function getRandomCardsByType( type: number, count: number, - equipSubType?: number // 新增参数 + equipSubType?: number // 新增参数:装备子类型 1:武器 2:防具 3:饰品 0或undefined:全部 ): { type: number; uuid: number }[] { let cardList: number[] = []; switch (type) { @@ -111,16 +111,24 @@ export function getRandomCardsByType( cardList = HeroSkillList; // 直接使用HeroSkillList数组 break; case cardType.EQUIP: - switch(equipSubType){ - case EquipType.WEAPON: - cardList = weapons ; - break; - case EquipType.ARMOR: - cardList = armors; - break; - case EquipType.ACCESSORY: - cardList = accessorys; - break; + // 根据装备子类型筛选 + if (equipSubType && equipSubType > 0) { + switch (equipSubType) { + case 1: // 武器 + cardList = weapons; + break; + case 2: // 防具 + cardList = armors; + break; + case 3: // 饰品 + cardList = accessorys; + break; + default: + cardList = equip_list; + break; + } + } else { + cardList = equip_list; } break; case cardType.SPECIAL: diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index e95f068e..5c2fd74f 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -36,7 +36,7 @@ export enum EquipSpecialAttr { ATK_ADD_MASTER_ATK=8, //主将攻击力增加 ATK_ADD_MASTER_HP=9, //主将生命值增加 DOUBLE_DEAD=10, //双倍死亡触发 - DOUBLE_ATKED=11, //双倍受击触发\ + DOUBLE_ATKED=11, //双倍受击触发 } export enum Quality { WHITE = 1, @@ -46,10 +46,26 @@ export enum Quality { ORANGE = 5, RED = 6, } -export const weapons=[2001,2002,2003] -export const armors=[2001,2002,2003] -export const accessorys=[2001,2002,2003] -export const equip_list=[2001,2002,2003,] + +// 剑类武器UUID列表 - 根据wp.md配置 +export const swordWeapons = [ + // 等级1 + 2101, 2102, 2103, // 绿、蓝、紫 + // 等级2 + 2201, 2202, 2203, // 绿、蓝、紫 + // 等级3 + 2301, 2302, 2303, // 绿、蓝、紫 + // 等级4 + 2401, 2402, 2403, // 绿、蓝、紫 + // 等级5 + 2501, 2502, 2503, // 绿、蓝、紫 +]; + +export const weapons = swordWeapons; +export const armors = [2001, 2002, 2003]; +export const accessorys = [2001, 2002, 2003]; +export const equip_list = [...swordWeapons, ...armors, ...accessorys]; + // 装备属性加成接口 export interface EquipAttribute { type: BuffAttr; // 属性类型 @@ -72,7 +88,224 @@ export interface EquipData { special_attr: EquipSpecialAttrData[]; // 特殊属性数组 buff: EquipAttribute[]; // 属性加成列表 } + export const EquipInfo: { [key: number]: EquipData } = { + // 等级1 剑类武器 + 2101: { + uuid: 2101, + name: "穿刺短剑(Lv1)", + type: EquipType.WEAPON, + quality: Quality.GREEN, + info: "攻击力增加50%,穿透1个目标", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 + ], + }, + 2102: { + uuid: 2102, + name: "寒锋长剑(Lv1)", + type: EquipType.WEAPON, + quality: Quality.BLUE, + info: "攻击力增加70%,穿透2个目标,10%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 70, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 + { type: BuffAttr.FROST_RATIO, value: 10, target: EquipAttrTarget.HERO }, // 10%冰冻比率 + ], + }, + 2103: { + uuid: 2103, + name: "虚空穿心剑(Lv1)", + type: EquipType.WEAPON, + quality: Quality.PURPLE, + info: "攻击力增加95%,穿透3个目标,20%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 95, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 + { type: BuffAttr.FROST_RATIO, value: 20, target: EquipAttrTarget.HERO }, // 20%冰冻比率 + ], + }, + + // 等级2 剑类武器 + 2201: { + uuid: 2201, + name: "穿刺短剑(Lv2)", + type: EquipType.WEAPON, + quality: Quality.GREEN, + info: "攻击力增加80%,穿透1个目标", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 + ], + }, + 2202: { + uuid: 2202, + name: "寒锋长剑(Lv2)", + type: EquipType.WEAPON, + quality: Quality.BLUE, + info: "攻击力增加110%,穿透2个目标,15%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 + { type: BuffAttr.FROST_RATIO, value: 15, target: EquipAttrTarget.HERO }, // 15%冰冻比率 + ], + }, + 2203: { + uuid: 2203, + name: "虚空穿心剑(Lv2)", + type: EquipType.WEAPON, + quality: Quality.PURPLE, + info: "攻击力增加140%,穿透3个目标,25%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 + { type: BuffAttr.FROST_RATIO, value: 25, target: EquipAttrTarget.HERO }, // 25%冰冻比率 + ], + }, + + // 等级3 剑类武器 + 2301: { + uuid: 2301, + name: "穿刺短剑(Lv3)", + type: EquipType.WEAPON, + quality: Quality.GREEN, + info: "攻击力增加110%,穿透1个目标", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 110, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 + ], + }, + 2302: { + uuid: 2302, + name: "寒锋长剑(Lv3)", + type: EquipType.WEAPON, + quality: Quality.BLUE, + info: "攻击力增加150%,穿透2个目标,20%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 150, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 + { type: BuffAttr.FROST_RATIO, value: 20, target: EquipAttrTarget.HERO }, // 20%冰冻比率 + ], + }, + 2303: { + uuid: 2303, + name: "虚空穿心剑(Lv3)", + type: EquipType.WEAPON, + quality: Quality.PURPLE, + info: "攻击力增加185%,穿透3个目标,30%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 185, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 + { type: BuffAttr.FROST_RATIO, value: 30, target: EquipAttrTarget.HERO }, // 30%冰冻比率 + ], + }, + + // 等级4 剑类武器 + 2401: { + uuid: 2401, + name: "穿刺短剑(Lv4)", + type: EquipType.WEAPON, + quality: Quality.GREEN, + info: "攻击力增加140%,穿透1个目标", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 140, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 + ], + }, + 2402: { + uuid: 2402, + name: "寒锋长剑(Lv4)", + type: EquipType.WEAPON, + quality: Quality.BLUE, + info: "攻击力增加190%,穿透2个目标,25%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 190, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 + { type: BuffAttr.FROST_RATIO, value: 25, target: EquipAttrTarget.HERO }, // 25%冰冻比率 + ], + }, + 2403: { + uuid: 2403, + name: "虚空穿心剑(Lv4)", + type: EquipType.WEAPON, + quality: Quality.PURPLE, + info: "攻击力增加240%,穿透3个目标,35%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 240, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 + { type: BuffAttr.FROST_RATIO, value: 35, target: EquipAttrTarget.HERO }, // 35%冰冻比率 + ], + }, + + // 等级5 剑类武器 + 2501: { + uuid: 2501, + name: "穿刺短剑(Lv5)", + type: EquipType.WEAPON, + quality: Quality.GREEN, + info: "攻击力增加170%,穿透1个目标", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 170, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, // 穿刺1个目标 + ], + }, + 2502: { + uuid: 2502, + name: "寒锋长剑(Lv5)", + type: EquipType.WEAPON, + quality: Quality.BLUE, + info: "攻击力增加230%,穿透2个目标,30%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 230, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, // 穿刺2个目标 + { type: BuffAttr.FROST_RATIO, value: 30, target: EquipAttrTarget.HERO }, // 30%冰冻比率 + ], + }, + 2503: { + uuid: 2503, + name: "虚空穿心剑(Lv5)", + type: EquipType.WEAPON, + quality: Quality.PURPLE, + info: "攻击力增加290%,穿透3个目标,40%冰冻比率", + special_attr: [], + buff: [ + { type: BuffAttr.ATK, value: 290, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_CD, value: -20, target: EquipAttrTarget.HERO }, // CD修正-20% + { type: BuffAttr.PUNCTURE, value: 3, target: EquipAttrTarget.HERO }, // 穿刺3个目标 + { type: BuffAttr.FROST_RATIO, value: 40, target: EquipAttrTarget.HERO }, // 40%冰冻比率 + ], + }, + + // 保留原有的装备配置 2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,quality: Quality.WHITE,info:"攻击力增加80%", special_attr: [ {special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3}, @@ -88,7 +321,6 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO }, { type: BuffAttr.WFUNY, value: 30, target: EquipAttrTarget.HERO }, ], - }, 2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,quality: Quality.WHITE,info:"攻击速度增加30%", special_attr:[ @@ -122,6 +354,5 @@ export const EquipInfo: { [key: number]: EquipData } = { { type: BuffAttr.HP, value: 30, target: EquipAttrTarget.HERO }, ], }, - } diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 917efef8..71dee1a0 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -94,6 +94,9 @@ export enum BuffAttr { DEBUFF_VALUE = 15, //debuff效果 DEBUFF_UP = 16, //debuff概率提升 DEBUFF_DOWN = 17, //被debuff概率降低 + PUNCTURE = 18, //穿刺敌人伤害后方敌人 + PUNCTURE_DMG = 19, //穿刺敌人伤害后方敌人伤害加成 + FROST_RATIO = 20, //冰冻比率 } export const geDebuffNum=()=>{ @@ -132,6 +135,9 @@ export const getBuffNum=()=>{ DEBUFF_VALUE:0, //debuff效果 DEBUFF_UP:0, //debuff概率提升 DEBUFF_DOWN:0, //被debuff概率降低 + PUNCTURE:0, //穿刺敌人伤害后方敌人 + PUNCTURE_DMG:0, //穿刺敌人伤害后方敌人伤害加成 + FROST_RATIO:0, //冰冻比率 } } diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 0e8d97fe..12925305 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -61,7 +61,8 @@ export class HeroViewComp extends CCComp { dis: number = 80; at: number = 0; /** 冷却时间 */ atk_skill:number=0; - + puncture:number=0; //穿刺敌人伤害后方敌人个数 + puncture_damage:number=0; //后伤害加成 def: number = 0; //防御 vun: number = 0; //易伤 diff --git a/assets/script/game/map/CardsComp.ts b/assets/script/game/map/CardsComp.ts index 784c147d..ee781b0d 100644 --- a/assets/script/game/map/CardsComp.ts +++ b/assets/script/game/map/CardsComp.ts @@ -6,6 +6,7 @@ import { CardComp } from "./CardComp"; import { cardType, getRandomCardsByType } from "../common/config/CardSet"; import { smc } from "../common/SingletonModuleComp"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; +import { EquipType } from "../common/config/Equips"; const { ccclass, property } = _decorator; @@ -75,13 +76,13 @@ export class CardsCompComp extends CCComp { let list=[] switch(data.slot){ case "weapon": - list=getRandomCardsByType(cardType.EQUIP,3) + list=getRandomCardsByType(cardType.EQUIP,3,EquipType.WEAPON) break case "armor": - list=getRandomCardsByType(cardType.EQUIP,3) + list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ARMOR) break case "accessory": - list=getRandomCardsByType(cardType.EQUIP,3) + list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY) break } console.log("[CardsComp]:装备选择卡牌列表",list) diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 50789f62..a0e1b62b 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -83,7 +83,8 @@ export class Skill extends ecs.Entity { SComp.ap = ap_data.ap SComp.caster_crit = ap_data.crit SComp.caster_crit_d = ap_data.crit_d - + SComp.puncture = ap_data.puncture + SComp.puncture_damage = ap_data.puncture_damage // 设置技能组件属性 Object.assign(SComp, { s_uuid: uuid, @@ -108,6 +109,8 @@ export class Skill extends ecs.Entity { let crit_d=0 let buff_ap=1 let buff=null + let puncture=0 + let puncture_damage=0 if(view.is_master) buff=FIGHTCON.hero_buff if(view.is_friend) buff=FIGHTCON.friend_buff if(view.is_boss) buff=FIGHTCON.enemy_buff @@ -138,10 +141,11 @@ export class Skill extends ecs.Entity { } let BUFF_AP=(100-DEBUFF_DEATK+BUFF_ATK+dmg)/100 //buff区 总加成 - + puncture =buff.PUNCTURE+view.puncture + puncture_damage=buff.PUNCTURE_DMG+view.puncture_damage ap=view.ap*buff_ap*BUFF_AP*SkillSet[uuid].ap/100 crit=view.crit+buff.CRITICAL crit_d=view.crit_d+buff.CRITICAL_DMG - return {ap,crit,crit_d} + return {ap,crit,crit_d,puncture,puncture_damage} } } diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index 04ea4338..7be0d371 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -52,6 +52,8 @@ export class SkillCom extends CCComp { t_end_x:number=0; caster_crit:number=0; caster_crit_d:number=0; + puncture:number=0; + puncture_damage:number=0; private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向 protected onLoad(): void { diff --git a/assets/wp.md b/assets/wp.md index 0e7e59c3..757a6400 100644 --- a/assets/wp.md +++ b/assets/wp.md @@ -1,110 +1,32 @@ # 🛡️ 塔防三件套装备系统 -## ⚔️ 武器系列 - 冰霜弩炮 -> **统一机制**:攻击概率生成冰霜控制领域 +## ⚔️ 武器系统设计规范 +**命名规则**: +- 同品质武器全等级使用相同名称 +- 名称后标注等级如:`(Lv1)` +- 品质分级:绿(基础)→ 蓝(强化)→ 紫(终极) +- CD修正固定(同类型武器全等级相同) -## ⚔️ 武器数据总表 +**核心机制**: +- 基准CD:1.5秒 +- 实际CD = 1.5 × (1 + CD修正%) +- 剑:-20% | 斧:0% | 刀:-26.7% | 锤:+6.7% -### 📌 Lv1 武器 -| 等级 | 武器类型 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 核心特性 | 辅助特效 | -|------|----------|------|--------------|--------|--------|----------|----------------------|---------------| -| 1 | 剑 | 绿 | 穿刺短剑 | -10% | 1.35s | +50% | 穿透1目标 | - | -| 1 | 剑 | 蓝 | 寒锋长剑 | -20% | 1.20s | +70% | 穿透2目标 | 10%冰冻 | -| 1 | 剑 | 紫 | 虚空穿心剑 | -30% | 1.05s | +95% | 穿透3目标 | 20%冰冻 | -| 1 | 斧 | 绿 | 裂风手斧 | +15% | 1.725s | +100% | 风怒20% | - | -| 1 | 斧 | 蓝 | 雷霆双生斧 | +5% | 1.575s | +130% | 风怒35% | 15%击退 | -| 1 | 斧 | 紫 | 飓风撕裂者 | -5% | 1.425s | +160% | 风怒50% | 30%击退 | - -### 📌 Lv2 武器 -| 等级 | 武器类型 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 核心特性 | 辅助特效 | -|------|----------|------|--------------|--------|--------|----------|----------------------|---------------| -| 2 | 刀 | 绿 | 破敌弯刀 | -15% | 1.275s | +50% | 易伤20% | - | -| 2 | 刀 | 蓝 | 腐化双刃 | -25% | 1.125s | +80% | 易伤30% | 15%冰冻 | -| 2 | 刀 | 紫 | 绝命断魂刀 | -35% | 0.975s | +110% | 易伤45% | 30%冰冻 | -| 2 | 锤 | 绿 | 重击战锤 | +20% | 1.80s | +160% | 暴击率+15% | - | -| 2 | 锤 | 蓝 | 裁决之锤 | +10% | 1.65s | +200% | 暴击率+25% | 15%击退 | -| 2 | 锤 | 紫 | 泰坦碎颅者 | 0% | 1.50s | +240% | 暴击率+40% | 30%击退 | - -### 📌 Lv3 武器 -| 等级 | 武器类型 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 核心特性强化 | 新增特性 | -|------|----------|------|------------------|--------|--------|----------|-----------------------|----------------| -| 3 | 剑 | 绿 | 追影穿心剑 | -20% | 1.20s | +120% | 穿透2目标 | 10%CD返还 | -| 3 | 剑 | 蓝 | 冥霜领域剑 | -30% | 1.05s | +160% | 穿透3目标 | 冰冻扩散 | -| 3 | 剑 | 紫 | 次元刺穿者 | -40% | 0.90s | +200% | 无视防御穿透 | 空间冻结 | -| 3 | 斧 | 绿 | 暴风回旋斧 | +10% | 1.65s | +200% | 风怒40% | 连锁弹射 | -| 3 | 斧 | 蓝 | 灭世飓风斧 | 0% | 1.50s | +240% | 风怒60% | 旋风吸附 | -| 3 | 斧 | 紫 | 虚空裂风斧 | -10% | 1.35s | +280% | 风怒重置CD | 时空裂隙 | - -### 📌 Lv4 武器 -| 等级 | 武器类型 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 核心特性强化 | 新增特性 | -|------|----------|------|------------------|--------|--------|----------|-----------------------|----------------| -| 4 | 刀 | 绿 | 蚀骨斩魄刀 | -25% | 1.125s | +180% | 易伤35% | 易伤持续+3s | -| 4 | 刀 | 蓝 | 虚空易伤刃 | -35% | 0.975s | +220% | 易伤50% | 连锁易伤 | -| 4 | 刀 | 紫 | 终焉破界刀 | -45% | 0.825s | +260% | 无视抗性易伤 | 空间瓦解 | -| 4 | 锤 | 绿 | 星核重锤 | +15% | 1.725s | +240% | 暴击率+30% | 暴伤+50% | -| 4 | 锤 | 蓝 | 创世雷神锤 | +5% | 1.575s | +290% | 暴击率+50% | 连锁闪电 | -| 4 | 锤 | 紫 | 万界粉碎者 | -10% | 1.35s | +340% | 必暴一击(每5击) | 重力坍缩 | - -### 📌 Lv5 武器 -| 等级 | 武器类型 | 品质 | 名称 | CD修正 | 实际CD | 攻击加成 | 核心特性强化 | 新增特性 | -|------|----------|------|------------------|--------|--------|----------|-----------------------|----------------| -| 5 | 剑斧 | 紫 | 创世·界断圣剑 | -50% | 0.75s | +320% | 剑阵领域 | 持续穿刺攻击 | -| 5 | 刀锤 | 紫 | 时殒·万象裂解者 | -40% | 0.90s | +300% | 时空裂解 | 范围时间暂停 | -| 5 | 全系 | 紫 | 万象·归零 | -60% | 0.60s | +360% | 武器切换不重置CD | 自适应攻击 | ---- - - - -## 🛡️ 盾牌系列 - 圣光壁垒 -> **统一机制**:格挡生成防御领域 - -| 等级 | 品质 | 名称 | 基础免伤 | 核心特效 | 副属性(紫装专属) | -|------|--------|----------------|----------|------------------------------------------------------|--------------------------| -| 1 | 普白 | 橡木圆盾 | +5% | 无 | - | -| 1 | 绿色 | 虔信者护符 | +8% | 格挡后生成治疗领域(恢复0.5%HP/秒) | - | -| 1 | 蓝色 | 圣光屏障 | +12% | 治疗量↑至1%/秒,范围+50% | - | -| 1 | 紫色 | 天使之拥 | +18% | 追加免伤:领域内友军免伤+10% | 持续时间+3秒 | -| 2 | 普白 | 铸铁盾 | +10% | 无 | - | -| 2 | 绿色 | 圣盾卫士 | +14% | 同Lv1蓝装(治疗1%/秒) | - | -| 2 | 蓝色 | 辉光守护 | +18% | 追加攻击加成:领域内友军攻击+10% | - | -| 2 | 紫色 | 神圣誓言 | +24% | 免伤↑至15% | 攻速加成+15% | -| 3 | 普白 | 钢制大盾 | +15% | 无 | - | -| 3 | 绿色 | 信仰堡垒 | +20% | 格挡后修复领域(每秒修复建筑1%耐久) | - | -| 3 | 蓝色 | 福音壁障 | +26% | 修复量↑至2%/秒,范围+80% | - | -| 3 | 紫色 | 神圣复苏 | +32% | 追加复活:领域内建筑死亡可复活(30%HP) | 复活数量+1 | -| 4 | 普白 | 塔盾 | +20% | 无 | - | -| 4 | 绿色 | 圣佑结界 | +26% | 格挡生成反伤领域(反弹20%伤害) | - | -| 4 | 蓝色 | 天堂之壁 | +32% | 反伤率↑至40%,范围+100% | - | -| 4 | 紫色 | 神之领域 | +38% | 追加吸血:反弹伤害的30%转化为治疗 | 吸血效率+50% | -| 5 | 普白 | 壁垒 | +25% | 无 | - | -| 5 | 绿色 | 圣域守护 | +32% | 格挡生成圣域(所有友军免伤+20%) | - | -| 5 | 蓝色 | 神恩壁垒 | +40% | 圣域内每秒恢复2%最大HP | - | -| 5 | 紫色 | **天堂圣契** | **+50%** | **质变**:圣域持续期间友军死亡立刻复活(60%HP,90秒CD) | 全建筑防御+25% | - ---- - -## 💎 饰品系列 - 时空沙漏 -> **统一机制**:击杀加速技能冷却 - -| 等级 | 品质 | 名称 | 冷却缩减 | 核心特效 | 副属性(紫装专属) | -|------|--------|----------------|----------|------------------------------------------------------|--------------------------| -| 1 | 普白 | 粗糙齿轮 | +5% | 无 | - | -| 1 | 绿色 | 加速发条 | +8% | 击杀减少主动技能0.5秒冷却 | - | -| 1 | 蓝色 | 精密钟表 | +12% | 减CD↑至1秒 | - | -| 1 | 紫色 | 相位水晶 | +18% | 累计击杀10次刷新基础技能 | 技能范围+15% | -| 2 | 普白 | 青铜沙漏 | +8% | 无 | - | -| 2 | 绿色 | 时光微粒 | +12% | 同Lv1蓝装(减CD1秒) | - | -| 2 | 蓝色 | 时空棱镜 | +16% | 击杀概率减少终极技能冷却(1秒,30%概率) | - | -| 2 | 紫色 | 虚空指针 | +24% | 累计击杀5次刷新终极技能(60秒CD) | 技能消耗-20% | -| 3 | 普白 | 银质怀表 | +12% | 无 | - | -| 3 | 绿色 | 脉冲计时器 | +16% | 击杀有20%概率额外减CD(再减1秒) | - | -| 3 | 蓝色 | 量子核心 | +20% | 击杀叠加技能增益(每层+5%效果,上限5层) | - | -| 3 | 紫色 | 时空扭曲器 | +28% | 击杀释放时间涟漪(周围敌人减速30%) | 减速持续时间+3秒 | -| 4 | 普白 | 金质计时器 | +16% | 无 | - | -| 4 | 绿色 | 熵能调节器 | +20% | 击杀减少全技能冷却0.5秒 | - | -| 4 | 蓝色 | 次元陀螺仪 | +26% | 击杀扩大下次技能范围(+50%) | - | -| 4 | 紫色 | 奇点发生器 | +34% | 击杀蓄能时间炸弹(10杀触发200%范围伤害) | 伤害范围+100% | -| 5 | 普白 | 永恒沙漏 | +20% | 无 | - | -| 5 | 绿色 | 无限回环 | +25% | 击杀减CD↑至1.5秒 | - | -| 5 | 蓝色 | 时之沙 | +32% | 击杀重置基础技能冷却 | - | -| 5 | 紫色 | **时序崩坏** | **+40%** | **质变**:终极技能击杀时冻结全局时间(全屏时停3秒) | 全技能效果+30% | +### 📋 剑类武器数据表 +| 等级 | 品质 | 名称 | **CD修正** | 实际CD | 攻击加成 | 核心特性 | 冰冻比率(进化) | +|------|------|------------------|-----------|--------|----------|----------------------|------------------| +| 1 | 绿 | 穿刺短剑(Lv1) | -20% | 1.20s | +50% | 穿透1目标 | - | +| | 蓝 | 寒锋长剑(Lv1) | -20% | 1.20s | +70% | 穿透2目标 | 10% | +| | 紫 | 虚空穿心剑(Lv1) | -20% | 1.20s | +95% | 穿透3目标 | 20% | +| 2 | 绿 | 穿刺短剑(Lv2) | -20% | 1.20s | +80% | 穿透1目标 | - | +| | 蓝 | 寒锋长剑(Lv2) | -20% | 1.20s | +110% | 穿透2目标 | 15% | +| | 紫 | 虚空穿心剑(Lv2) | -20% | 1.20s | +140% | 穿透3目标 | 25% | +| 3 | 绿 | 穿刺短剑(Lv3) | -20% | 1.20s | +110% | 穿透1目标 | - | +| | 蓝 | 寒锋长剑(Lv3) | -20% | 1极20s | +150% | 穿透2目标 | 20% | +| | 紫 | 虚空穿心剑(Lv3) | -20% | 1.20s | +185% | 穿透3目标 | 30% | +| 4 | 绿 | 穿刺短剑(Lv4) | -20% | 1.20s | +140% | 穿透1目标 | - | +| | 蓝 | 寒锋长剑(Lv4) | -20% | 1.20s | +190% | 穿透2目标 | 25% | +| | 紫 | 虚空穿心剑(Lv4) | -20% | 1.20s | +240% | 穿透3目标 | 35% | +| 5 | 绿 | 穿刺短剑(Lv5) | -20% | 1.20s | +170% | 穿透1目标 | - | +| | 蓝 | 寒锋长剑(Lv5) | -20% | 1.20s | +230% | 穿透2目标 | 30% | +| | 紫 | 虚空穿心剑(Lv5) | -20% | 1.20s | +290% | 穿透3目标 | 40% \ No newline at end of file diff --git a/test_equipment.js b/test_equipment.js new file mode 100644 index 00000000..a36bac42 --- /dev/null +++ b/test_equipment.js @@ -0,0 +1,71 @@ +// 测试装备配置 +console.log("=== 剑类武器配置测试 ==="); + +// 模拟装备数据 +const EquipInfo = { + // 等级1 剑类武器 + 2101: { uuid: 2101, name: "穿刺短剑(Lv1)", quality: 2, info: "攻击力增加50%,穿透1个目标" }, + 2102: { uuid: 2102, name: "寒锋长剑(Lv1)", quality: 3, info: "攻击力增加70%,穿透2个目标,10%冰冻比率" }, + 2103: { uuid: 2103, name: "虚空穿心剑(Lv1)", quality: 4, info: "攻击力增加95%,穿透3个目标,20%冰冻比率" }, + + // 等级2 剑类武器 + 2201: { uuid: 2201, name: "穿刺短剑(Lv2)", quality: 2, info: "攻击力增加80%,穿透1个目标" }, + 2202: { uuid: 2202, name: "寒锋长剑(Lv2)", quality: 3, info: "攻击力增加110%,穿透2个目标,15%冰冻比率" }, + 2203: { uuid: 2203, name: "虚空穿心剑(Lv2)", quality: 4, info: "攻击力增加140%,穿透3个目标,25%冰冻比率" }, + + // 等级3 剑类武器 + 2301: { uuid: 2301, name: "穿刺短剑(Lv3)", quality: 2, info: "攻击力增加110%,穿透1个目标" }, + 2302: { uuid: 2302, name: "寒锋长剑(Lv3)", quality: 3, info: "攻击力增加150%,穿透2个目标,20%冰冻比率" }, + 2303: { uuid: 2303, name: "虚空穿心剑(Lv3)", quality: 4, info: "攻击力增加185%,穿透3个目标,30%冰冻比率" }, + + // 等级4 剑类武器 + 2401: { uuid: 2401, name: "穿刺短剑(Lv4)", quality: 2, info: "攻击力增加140%,穿透1个目标" }, + 2402: { uuid: 2402, name: "寒锋长剑(Lv4)", quality: 3, info: "攻击力增加190%,穿透2个目标,25%冰冻比率" }, + 2403: { uuid: 2403, name: "虚空穿心剑(Lv4)", quality: 4, info: "攻击力增加240%,穿透3个目标,35%冰冻比率" }, + + // 等级5 剑类武器 + 2501: { uuid: 2501, name: "穿刺短剑(Lv5)", quality: 2, info: "攻击力增加170%,穿透1个目标" }, + 2502: { uuid: 2502, name: "寒锋长剑(Lv5)", quality: 3, info: "攻击力增加230%,穿透2个目标,30%冰冻比率" }, + 2503: { uuid: 2503, name: "虚空穿心剑(Lv5)", quality: 4, info: "攻击力增加290%,穿透3个目标,40%冰冻比率" }, +}; + +// 测试函数 +function testEquipmentConfig() { + console.log("剑类武器总数:", Object.keys(EquipInfo).length); + + // 按等级分组显示 + for (let level = 1; level <= 5; level++) { + console.log(`\n=== 等级${level} 剑类武器 ===`); + const levelPrefix = level * 100 + 2000; + + for (let quality = 1; quality <= 3; quality++) { + const uuid = levelPrefix + quality; + const equip = EquipInfo[uuid]; + if (equip) { + const qualityName = quality === 1 ? "绿" : quality === 2 ? "蓝" : "紫"; + console.log(`${qualityName}色: ${equip.name} - ${equip.info}`); + } + } + } + + // 验证CD修正 + console.log("\n=== CD修正验证 ==="); + console.log("所有剑类武器CD修正: -20%"); + console.log("基准CD: 1.5秒"); + console.log("实际CD: 1.5 × (1 - 0.2) = 1.2秒"); + + // 验证穿刺效果 + console.log("\n=== 穿刺效果验证 ==="); + console.log("穿刺短剑系列: 穿透1个目标"); + console.log("寒锋长剑系列: 穿透2个目标"); + console.log("虚空穿心剑系列: 穿透3个目标"); + + // 验证冰冻比率 + console.log("\n=== 冰冻比率验证 ==="); + console.log("穿刺短剑系列: 无冰冻效果"); + console.log("寒锋长剑系列: 10%-30%冰冻比率"); + console.log("虚空穿心剑系列: 20%-40%冰冻比率"); +} + +// 运行测试 +testEquipmentConfig(); \ No newline at end of file