取消掉副英雄
This commit is contained in:
@@ -19915,7 +19915,7 @@
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"__id__": 1058
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"__id__": 1058
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 1385
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"__id__": 1385
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@@ -61139,7 +61139,7 @@
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"__id__": 2675
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"__id__": 2675
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 2681
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"__id__": 2681
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@@ -84773,6 +84773,7 @@
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"__prefab": {
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"__prefab": {
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"__id__": 3737
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"__id__": 3737
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},
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},
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"useRogueMode": true,
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"_id": ""
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"_id": ""
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},
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},
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{
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{
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@@ -84788,6 +84789,8 @@
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"__id__": 0
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"__id__": 0
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},
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},
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"fileId": "f7/N7i8SZFDZ/cm3Iro3X8",
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"fileId": "f7/N7i8SZFDZ/cm3Iro3X8",
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"instance": null,
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"targetOverrides": null,
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"nestedPrefabInstanceRoots": null
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"nestedPrefabInstanceRoots": null
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},
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},
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{
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{
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@@ -42,15 +42,13 @@ export class SingletonModuleComp extends ecs.Comp {
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hero:{
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hero:{
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},
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},
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friend:{
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},
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boss:{
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boss:{
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},
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},
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};
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};
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vmAdd() {
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vmAdd() {
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this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData))
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this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData))
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this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.friend=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo))
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VM.add(this.vmdata, "data");
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VM.add(this.vmdata, "data");
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@@ -143,10 +143,8 @@ export const SuperCardsType={
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}
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}
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export const CTarget={
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export const CTarget={
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MASTER:1, //主将
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MASTER:1, //主将
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FRIEND:2, //友方
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ENEMY:2, //敌人
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ALLY:3, //友方全体
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ALL:3, //所有
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ENEMY:4, //敌人
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ALL:5, //所有
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}
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}
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export const Quality={
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export const Quality={
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WHITE:1,
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WHITE:1,
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@@ -87,17 +87,16 @@ export enum EquipSpecialAttr {
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ICE=1, //冰系加成
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ICE=1, //冰系加成
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FIRE=2, //火焰加成
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FIRE=2, //火焰加成
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WIND=3, //飓风加成
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WIND=3, //飓风加成
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FRIEND_LIVE_CD=4, //伙伴复活时间减少
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//FRIEND_LIVE_CD=4, //伙伴复活时间减少 已经放弃了,怕兼容问题暂时留着
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ATK_ADD_FRIEND_ATK=5, //攻击n次后增加伙伴攻击力
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//ATK_ADD_FRIEND_ATK=5, //攻击n次后增加伙伴攻击力
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ATK_ADD_FRIEND_HP=6, //攻击n次后增加伙伴生命值
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//ATK_ADD_FRIEND_HP=6, //攻击n次后增加伙伴生命值
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ATK_ADD_GLOD=7, //攻击n次后增加金币
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ATK_ADD_GLOD=7, //攻击n次后增加金币
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ATK_ADD_MASTER_ATK=8, //攻击n次后增加主将攻击力
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ATK_ADD_MASTER_ATK=8, //攻击n次后增加主将攻击力
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ATK_ADD_MASTER_HP=9, //攻击n次后增加主将生命值
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ATK_ADD_MASTER_HP=9, //攻击n次后增加主将生命值
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DOUBLE_DEAD=10, //额外死亡触发次数
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//DOUBLE_DEAD=10, //额外死亡触发次数 伙伴系统已经取消,怕兼容问题暂时留着
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DOUBLE_ATKED=11, //额外受击触发次数
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DOUBLE_ATKED=11, //额外受击触发次数
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FRIEND_ATKED_ADD_SKILL_STONE=12, //伙伴被攻击增加技能石
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ATKED_ADD_SKILL_STONE=12, //被攻击增加技能石
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ATK_ADD_VALUE=13, //攻击n次后触发属性增加的值 额外增加值
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ATK_ADD_VALUE=13, //攻击n次后触发属性增加的值 额外增加值
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FRIEND_GET_MASTER_EQUIP=14, //伙伴获得主将装备属性加成
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}
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}
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export enum Quality {
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export enum Quality {
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WHITE = 1,
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WHITE = 1,
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@@ -1683,9 +1682,8 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 5,
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lv: 5,
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path: EPath["量子闪避者"],
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path: EPath["量子闪避者"],
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info: "生命值+44%,闪避44%,免伤13%,伙伴双倍死亡触发",
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info: "生命值+44%,闪避44%,免伤13%",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 1},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO }, // HP+44%
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{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO }, // HP+44%
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@@ -1921,9 +1919,8 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 5,
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lv: 5,
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path: EPath["龙鳞反伤者"],
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path: EPath["龙鳞反伤者"],
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info: "生命值+108%,反伤34%,免伤13%,伙伴双倍受击触发",
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info: "生命值+108%,反伤34%,免伤13%",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.DOUBLE_ATKED, special_attr_value: 1},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 108, target: EquipAttrTarget.HERO }, // HP+108%
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{ type: BuffAttr.HP, value: 108, target: EquipAttrTarget.HERO }, // HP+108%
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@@ -2533,9 +2530,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 4,
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lv: 4,
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path: EPath["天穹戒指"],
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path: EPath["天穹戒指"],
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info: "生命值+40%,免伤+15%,攻击触发属性增加额外加值+2",
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info: "生命值+40%,免伤+15%,攻击触发属性增加额外加值+1",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 2},
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{special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 1},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO },
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@@ -2549,9 +2546,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 5,
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lv: 5,
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path: EPath["天穹戒指"],
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path: EPath["天穹戒指"],
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info: "生命值+44%,免伤+18%,攻击触发属性增加额外加值+4",
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info: "生命值+44%,免伤+18%,攻击触发属性增加额外加值+2",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 4},
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{special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 2},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO },
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@@ -2567,13 +2564,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 4,
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lv: 4,
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path: EPath["神木戒指"],
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path: EPath["神木戒指"],
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info: "攻击+44%,暴伤+30%,伙伴获得主将装备属性加成10%",
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info: "攻击+44%,暴伤+30%,暴击+5%",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP, special_attr_value: 10},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL, value: 5, target: EquipAttrTarget.HERO },
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],
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],
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},
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},
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7542: {
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7542: {
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@@ -2583,13 +2580,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 5,
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lv: 5,
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path: EPath["神木戒指"],
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path: EPath["神木戒指"],
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info: "攻击+50%,暴伤+34%,伙伴获得主将装备属性加成20%",
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info: "攻击+50%,暴伤+34%,暴击+10%",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP, special_attr_value: 20},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL_DMG, value: 34, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL_DMG, value: 34, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.CRITICAL, value: 10, target: EquipAttrTarget.HERO },
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],
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],
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},
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},
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@@ -2601,10 +2598,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 4,
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lv: 4,
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path: EPath["日曜戒指"],
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path: EPath["日曜戒指"],
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info: "生命值+36%,攻击+40%,攻击触发增加主将攻击力+2/生命值+10",
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info: "生命值+36%,攻击+40%,攻击触发增加主将攻击力+1",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 2},
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 1},
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 10},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 36, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 36, target: EquipAttrTarget.HERO },
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@@ -2618,10 +2614,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 5,
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lv: 5,
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path: EPath["日曜戒指"],
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path: EPath["日曜戒指"],
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info: "生命值+40%,攻击+48%,攻击触发增加主将攻击力+4/生命值+20",
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info: "生命值+40%,攻击+48%,攻击触发增加主将攻击力+2",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 4},
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 2},
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 20},
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],
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO },
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@@ -2637,10 +2632,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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quality: Quality.PURPLE,
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quality: Quality.PURPLE,
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lv: 4,
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lv: 4,
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path: EPath["月影项链"],
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path: EPath["月影项链"],
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info: "免伤+16%,暴伤+28%,攻击触发增加伙伴攻击力+3/生命值+10",
|
info: "免伤+16%,暴伤+28%,攻击触发增加主将生命值5",
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special_attr: [
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special_attr: [
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{special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_ATK, special_attr_value: 3},
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{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 5},
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{special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_HP, special_attr_value: 10},
|
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],
|
],
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buff: [
|
buff: [
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{ type: BuffAttr.DEF, value: 16, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.DEF, value: 16, target: EquipAttrTarget.HERO },
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||||||
@@ -2654,10 +2648,9 @@ export const EquipInfo: { [key: number]: EquipData } = {
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|||||||
quality: Quality.PURPLE,
|
quality: Quality.PURPLE,
|
||||||
lv: 5,
|
lv: 5,
|
||||||
path: EPath["月影项链"],
|
path: EPath["月影项链"],
|
||||||
info: "免伤+18%,暴伤+32%,攻击触发增加伙伴攻击力+6/生命值+25",
|
info: "免伤+18%,暴伤+32%,攻击触发增加主将生命值10",
|
||||||
special_attr: [
|
special_attr: [
|
||||||
{special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_ATK, special_attr_value: 6},
|
{special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 10},
|
||||||
{special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_HP, special_attr_value: 25},
|
|
||||||
],
|
],
|
||||||
buff: [
|
buff: [
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||||||
{ type: BuffAttr.DEF, value: 18, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.DEF, value: 18, target: EquipAttrTarget.HERO },
|
||||||
@@ -2673,13 +2666,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
|||||||
quality: Quality.PURPLE,
|
quality: Quality.PURPLE,
|
||||||
lv: 4,
|
lv: 4,
|
||||||
path: EPath["星尘项链"],
|
path: EPath["星尘项链"],
|
||||||
info: "闪避+10%,攻击+44%,伙伴复活时间减少30%",
|
info: "闪避+10%,攻击+44%,技能冷却减少10%",
|
||||||
special_attr: [
|
special_attr: [
|
||||||
{special_attr: EquipSpecialAttr.FRIEND_LIVE_CD, special_attr_value: 30},
|
|
||||||
],
|
],
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||||||
buff: [
|
buff: [
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||||||
{ type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO },
|
||||||
{ type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO },
|
||||||
|
{ type: BuffAttr.SKILL_CD, value: -10, target: EquipAttrTarget.HERO },
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
7545: {
|
7545: {
|
||||||
@@ -2689,13 +2682,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
|||||||
quality: Quality.PURPLE,
|
quality: Quality.PURPLE,
|
||||||
lv: 5,
|
lv: 5,
|
||||||
path: EPath["星尘项链"],
|
path: EPath["星尘项链"],
|
||||||
info: "闪避+12%,攻击+50%,伙伴复活时间减少50%",
|
info: "闪避+12%,攻击+50%,技能冷却减少20%",
|
||||||
special_attr: [
|
special_attr: [
|
||||||
{special_attr: EquipSpecialAttr.FRIEND_LIVE_CD, special_attr_value: 50},
|
|
||||||
],
|
],
|
||||||
buff: [
|
buff: [
|
||||||
{ type: BuffAttr.DODGE, value: 12, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.DODGE, value: 12, target: EquipAttrTarget.HERO },
|
||||||
{ type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO },
|
||||||
|
{ type: BuffAttr.SKILL_CD, value: -20, target: EquipAttrTarget.HERO },
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
|
|
||||||
@@ -2707,13 +2700,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
|||||||
quality: Quality.PURPLE,
|
quality: Quality.PURPLE,
|
||||||
lv: 4,
|
lv: 4,
|
||||||
path: EPath["深渊戒指"],
|
path: EPath["深渊戒指"],
|
||||||
info: "反伤+12%,生命值+44%,双倍死亡触发+1",
|
info: "反伤+12%,生命值+44%,穿刺+1",
|
||||||
special_attr: [
|
special_attr: [
|
||||||
{special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 1},
|
|
||||||
],
|
],
|
||||||
buff: [
|
buff: [
|
||||||
{ type: BuffAttr.REFLECT, value: 12, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.REFLECT, value: 12, target: EquipAttrTarget.HERO },
|
||||||
{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO },
|
||||||
|
{ type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO },
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
7546: {
|
7546: {
|
||||||
@@ -2723,13 +2716,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
|
|||||||
quality: Quality.PURPLE,
|
quality: Quality.PURPLE,
|
||||||
lv: 5,
|
lv: 5,
|
||||||
path: EPath["深渊戒指"],
|
path: EPath["深渊戒指"],
|
||||||
info: "反伤+14%,生命值+50%,双倍死亡触发+2",
|
info: "反伤+14%,生命值+50%,穿刺+2",
|
||||||
special_attr: [
|
special_attr: [
|
||||||
{special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 2},
|
|
||||||
],
|
],
|
||||||
buff: [
|
buff: [
|
||||||
{ type: BuffAttr.REFLECT, value: 14, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.REFLECT, value: 14, target: EquipAttrTarget.HERO },
|
||||||
{ type: BuffAttr.HP, value: 50, target: EquipAttrTarget.HERO },
|
{ type: BuffAttr.HP, value: 50, target: EquipAttrTarget.HERO },
|
||||||
|
{ type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO },
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ export enum GameEvent {
|
|||||||
HeroSkillSelect = "HeroSkillSelect",
|
HeroSkillSelect = "HeroSkillSelect",
|
||||||
HeroSkillSelectEnd = "HeroSkillSelectEnd",
|
HeroSkillSelectEnd = "HeroSkillSelectEnd",
|
||||||
HeroSelect = "HeroSelect",
|
HeroSelect = "HeroSelect",
|
||||||
FriendCalled = "FriendCalled",
|
|
||||||
MasterCalled = "MasterCalled",
|
MasterCalled = "MasterCalled",
|
||||||
FightStart = "FightStart",
|
FightStart = "FightStart",
|
||||||
FightPause = "FightPause",
|
FightPause = "FightPause",
|
||||||
@@ -47,7 +47,6 @@ export enum GameEvent {
|
|||||||
RefreshCard = "RefreshCard",
|
RefreshCard = "RefreshCard",
|
||||||
WaveUpdate = "WaveUpdate",
|
WaveUpdate = "WaveUpdate",
|
||||||
ChangeATK = "ChangeATK",
|
ChangeATK = "ChangeATK",
|
||||||
ChangeATK_FRIEND_LIVE_CD = "ChangeATK_FRIEND_LIVE_CD",
|
|
||||||
ChangeATK_EQUIP_SPECIAL_ATTR = "ChangeATK_EQUIP_SPECIAL_ATTR",
|
ChangeATK_EQUIP_SPECIAL_ATTR = "ChangeATK_EQUIP_SPECIAL_ATTR",
|
||||||
UpdateVMData = "UpdateVMData",
|
UpdateVMData = "UpdateVMData",
|
||||||
UpdateHP = "UpdateHP",
|
UpdateHP = "UpdateHP",
|
||||||
|
|||||||
@@ -273,8 +273,7 @@ export enum FightSet {
|
|||||||
SKILL_WAVE_UP_2=5, //技能登场波次
|
SKILL_WAVE_UP_2=5, //技能登场波次
|
||||||
SKILL_WAVE_UP_3=7, //技能登场波次
|
SKILL_WAVE_UP_3=7, //技能登场波次
|
||||||
MON_WAVE_TIME=10,//怪物波次时间
|
MON_WAVE_TIME=10,//怪物波次时间
|
||||||
FRIEND_LIVE_CD=10,//伙伴复活时间
|
ATK_ADD_COUNT=4,//伙伴攻击力增加
|
||||||
ATK_ADD_FRIEND_COUNT=4,//伙伴攻击力增加
|
|
||||||
ATK_ADD_GLOD=1,//金币增加
|
ATK_ADD_GLOD=1,//金币增加
|
||||||
CRIT_DAMAGE=50,//暴击伤害
|
CRIT_DAMAGE=50,//暴击伤害
|
||||||
DOUBLE_ATK_RATE=100,//额外攻击默认概率
|
DOUBLE_ATK_RATE=100,//额外攻击默认概率
|
||||||
|
|||||||
@@ -157,7 +157,6 @@ uiManager.onPlayerSelectOption(0, options);
|
|||||||
```typescript
|
```typescript
|
||||||
// 在HeroViewComp.ts的to_update方法中添加
|
// 在HeroViewComp.ts的to_update方法中添加
|
||||||
to_update() {
|
to_update() {
|
||||||
if(!this.is_master) return
|
|
||||||
|
|
||||||
// 原有的升级逻辑
|
// 原有的升级逻辑
|
||||||
oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:this.lv})
|
oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:this.lv})
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ import { HeroViewComp } from './HeroViewComp';
|
|||||||
import { FightConComp } from '../map/FightConComp';
|
import { FightConComp } from '../map/FightConComp';
|
||||||
import { BuffAttr, DebuffAttr } from '../common/config/SkillSet';
|
import { BuffAttr, DebuffAttr } from '../common/config/SkillSet';
|
||||||
import { GameEvent } from '../common/config/GameEvent';
|
import { GameEvent } from '../common/config/GameEvent';
|
||||||
|
import { FacSet } from '../common/config/BoxSet';
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass('BuffComp')
|
@ccclass('BuffComp')
|
||||||
@@ -89,8 +90,7 @@ export class BuffComp extends Component {
|
|||||||
let buff=null
|
let buff=null
|
||||||
let info= null
|
let info= null
|
||||||
if(!this.HeroView) return
|
if(!this.HeroView) return
|
||||||
if(this.HeroView.is_master) {info=smc.vmdata.hero;buff=this.FIGHTCON.hero_buff}
|
if(this.HeroView.fac==FacSet.HERO) {info=smc.vmdata.hero;buff=this.FIGHTCON.hero_buff}
|
||||||
if(this.HeroView.is_friend) {info=smc.vmdata.friend;buff=this.FIGHTCON.friend_buff}
|
|
||||||
if(this.HeroView.is_boss) {info=smc.vmdata.boss;buff=this.FIGHTCON.enemy_buff}
|
if(this.HeroView.is_boss) {info=smc.vmdata.boss;buff=this.FIGHTCON.enemy_buff}
|
||||||
//if(this.HeroView.is_kalami) {target_key="enemy";buff_key="enemy"} 不显示小怪
|
//if(this.HeroView.is_kalami) {target_key="enemy";buff_key="enemy"} 不显示小怪
|
||||||
if(info==null) return
|
if(info==null) return
|
||||||
|
|||||||
@@ -75,7 +75,6 @@ export class Hero extends ecs.Entity {
|
|||||||
// const move = this.get(BattleMoveComp);
|
// const move = this.get(BattleMoveComp);
|
||||||
// move.direction = 1; // 向右移动
|
// move.direction = 1; // 向右移动
|
||||||
// move.targetX = 800; // 右边界'
|
// move.targetX = 800; // 右边界'
|
||||||
oops.message.dispatchEvent(GameEvent.FriendCalled,{uuid:uuid})
|
|
||||||
}
|
}
|
||||||
hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
|
hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
|
||||||
var hv = node.getComponent(HeroViewComp)!;
|
var hv = node.getComponent(HeroViewComp)!;
|
||||||
|
|||||||
@@ -88,8 +88,6 @@ export class HeroViewComp extends CCComp {
|
|||||||
stop_cd: number = 0; /*停止倒计时*/
|
stop_cd: number = 0; /*停止倒计时*/
|
||||||
speek_time:number = 0;
|
speek_time:number = 0;
|
||||||
is_stop_temp:boolean = false
|
is_stop_temp:boolean = false
|
||||||
Friend_alive_cd:Timer=new Timer(10)
|
|
||||||
double_dead:boolean=false
|
|
||||||
double_atked:boolean=false
|
double_atked:boolean=false
|
||||||
|
|
||||||
BUFF_DEFS: Array<{value: number, count: number}> = [] //防御提升
|
BUFF_DEFS: Array<{value: number, count: number}> = [] //防御提升
|
||||||
@@ -136,9 +134,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
/* 显示角色血量 */
|
/* 显示角色血量 */
|
||||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||||
if(this.is_friend){ //只有伙伴需要召唤后添加hp 怪物,和boss 不要设置减hp debuff 主要 一开始就战斗开始就存在,所以不需要
|
|
||||||
this.hp+=this.FIGHTCON.friend_buff.HP*this.hp_max/100
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
update(dt: number){
|
update(dt: number){
|
||||||
if(!smc.mission.play||smc.mission.pause) return
|
if(!smc.mission.play||smc.mission.pause) return
|
||||||
@@ -146,13 +142,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
// this.ent.destroy();
|
// this.ent.destroy();
|
||||||
// return
|
// return
|
||||||
// }
|
// }
|
||||||
if(this.is_dead) {
|
|
||||||
// console.log("[HeroViewComp]:alive friend cd",this.Friend_alive_cd ,this.Friend_alive_cd.elapsedTime)
|
|
||||||
if(this.Friend_alive_cd.update(dt)){
|
|
||||||
|
|
||||||
this.to_alive()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(this.timer.update(dt)){
|
if(this.timer.update(dt)){
|
||||||
// this.add_ap(10)
|
// this.add_ap(10)
|
||||||
};
|
};
|
||||||
@@ -291,23 +281,12 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
master_count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理
|
count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理
|
||||||
if(!this.is_master) return
|
if(!this.is_master) return
|
||||||
this.atk_count+=1
|
this.atk_count+=1
|
||||||
if(this.atk_count< FightSet.ATK_ADD_FRIEND_COUNT) return
|
if(this.atk_count< FightSet.ATK_ADD_COUNT) return
|
||||||
if(this.FIGHTCON.atk_add_glod >0) smc.vmdata.mission_data.gold+=this.FIGHTCON.atk_add_glod
|
if(this.FIGHTCON.atk_add_glod >0) smc.vmdata.mission_data.gold+=this.FIGHTCON.atk_add_glod
|
||||||
|
|
||||||
let friends=ecs.query(ecs.allOf(FriendModelComp))
|
|
||||||
|
|
||||||
friends.forEach(friend=>{
|
|
||||||
let friend_view=friend.get(HeroViewComp)
|
|
||||||
if(this.FIGHTCON.atk_add_friend_atk>0) {
|
|
||||||
friend_view.add_ap(this.FIGHTCON.atk_add_friend_atk)
|
|
||||||
}
|
|
||||||
if(this.FIGHTCON.atk_add_friend_hp>0) {
|
|
||||||
friend_view.add_hp_max(this.FIGHTCON.atk_add_friend_hp)
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
let master=ecs.query(ecs.allOf(MasterModelComp))
|
let master=ecs.query(ecs.allOf(MasterModelComp))
|
||||||
master.forEach(master=>{
|
master.forEach(master=>{
|
||||||
@@ -323,19 +302,12 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.atk_count=0
|
this.atk_count=0
|
||||||
}
|
}
|
||||||
|
|
||||||
friend_count_atk_count(){ //伙伴攻击次数 有装备加成,需要单独处理
|
|
||||||
if(this.is_master) return
|
|
||||||
if(this.atk_add_count==0) return
|
|
||||||
this.atk_count+=1
|
|
||||||
if(this.atk_count < this.atk_add_count) return
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
do_dead(){
|
do_dead(){
|
||||||
this.do_dead_trigger()
|
this.do_dead_trigger()
|
||||||
this.Friend_alive_cd=new Timer(this.FIGHTCON.friend_alive_cd)
|
|
||||||
console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
|
console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
|
||||||
|
|
||||||
if(this.fac==FacSet.MON){
|
if(this.fac==FacSet.MON){
|
||||||
@@ -349,7 +321,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(this.is_master){
|
if(this.fac==FacSet.HERO){
|
||||||
console.log("[HeroViewComp]:英雄死亡")
|
console.log("[HeroViewComp]:英雄死亡")
|
||||||
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
||||||
}
|
}
|
||||||
@@ -358,8 +330,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
get_buff(){
|
get_buff(){
|
||||||
let buff=null
|
let buff=null
|
||||||
if(this.is_master) buff=this.FIGHTCON.hero_buff
|
if(this.fac==FacSet.HERO) buff=this.FIGHTCON.hero_buff
|
||||||
if(this.is_friend) buff=this.FIGHTCON.friend_buff
|
|
||||||
if(this.is_boss) buff=this.FIGHTCON.enemy_buff
|
if(this.is_boss) buff=this.FIGHTCON.enemy_buff
|
||||||
if(this.is_kalami) buff=this.FIGHTCON.enemy_buff
|
if(this.is_kalami) buff=this.FIGHTCON.enemy_buff
|
||||||
if(buff==null) return
|
if(buff==null) return
|
||||||
@@ -572,16 +543,12 @@ export class HeroViewComp extends CCComp {
|
|||||||
do_dead_trigger(){
|
do_dead_trigger(){
|
||||||
if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
|
if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
|
||||||
let count = 1
|
let count = 1
|
||||||
if(this.double_dead) {
|
|
||||||
console.log("[HeroViewComp]:double_dead")
|
|
||||||
count =2
|
|
||||||
}
|
|
||||||
for(let i=0;i<count;i++){
|
for(let i=0;i<count;i++){
|
||||||
console.log("[HeroViewComp]:dead"+i+"次")
|
console.log("[HeroViewComp]:dead"+i+"次")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
do_atked_trigger(){
|
do_atked_trigger(){
|
||||||
if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
|
if(this.is_dead||this.fac==FacSet.MON) return
|
||||||
let count = 1
|
let count = 1
|
||||||
if(this.double_atked) {
|
if(this.double_atked) {
|
||||||
console.log("[HeroViewComp]:double_atked")
|
console.log("[HeroViewComp]:double_atked")
|
||||||
@@ -598,13 +565,13 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
).start()
|
).start()
|
||||||
}
|
}
|
||||||
to_alive(){
|
// to_alive(){
|
||||||
this.is_dead=false
|
// this.is_dead=false
|
||||||
this.hp=this.hp_max*(100+this.buff_hp)/100
|
// this.hp=this.hp_max*(100+this.buff_hp)/100
|
||||||
this.BUFFCOMP.vmdata_update(true)
|
// this.BUFFCOMP.vmdata_update(true)
|
||||||
this.node.setPosition(HeroPos[this.fight_pos].pos)
|
// this.node.setPosition(HeroPos[this.fight_pos].pos)
|
||||||
this.BUFFCOMP.heathed()
|
// this.BUFFCOMP.heathed()
|
||||||
}
|
// }
|
||||||
//掉落物品
|
//掉落物品
|
||||||
to_drop(){
|
to_drop(){
|
||||||
// let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
|
// let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
|
||||||
|
|||||||
@@ -52,15 +52,12 @@ export class SkillConComp extends CCComp {
|
|||||||
if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) this.HeroView.at += dt;
|
if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) this.HeroView.at += dt;
|
||||||
|
|
||||||
let cd = this.get_cd(this.HeroView.cd,this.HeroView)
|
let cd = this.get_cd(this.HeroView.cd,this.HeroView)
|
||||||
// console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 准备释放")+SkillSet[this.HeroView.atk_skill].name+"=>"+"=>cd:"+cd+"=> count:"+count)
|
|
||||||
if (this.HeroView.is_atking &&(this.HeroView.at > cd)) {
|
if (this.HeroView.is_atking &&(this.HeroView.at > cd)) {
|
||||||
if(this.HeroView.is_dead) return
|
if(this.HeroView.is_dead) return
|
||||||
const config = SkillSet[this.HeroView.atk_skill];
|
const config = SkillSet[this.HeroView.atk_skill];
|
||||||
if (!config) return;
|
if (!config) return;
|
||||||
// console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 释放")+"=>"+config.name+"=>"+count)
|
|
||||||
this.castSkill(config,this.check_wfuny());
|
this.castSkill(config,this.check_wfuny());
|
||||||
this.HeroView.master_count_atk_count()
|
this.HeroView.count_atk_count()
|
||||||
this.HeroView.friend_count_atk_count()
|
|
||||||
this.HeroView.at = 0;
|
this.HeroView.at = 0;
|
||||||
}
|
}
|
||||||
if (this.aoe_queues.length > 0) {
|
if (this.aoe_queues.length > 0) {
|
||||||
@@ -339,7 +336,6 @@ export class SkillConComp extends CCComp {
|
|||||||
|
|
||||||
get_buff(view:HeroViewComp){
|
get_buff(view:HeroViewComp){
|
||||||
if(view.is_master) return this.FIGHTCON.hero_buff
|
if(view.is_master) return this.FIGHTCON.hero_buff
|
||||||
if(view.is_friend) return this.FIGHTCON.friend_buff
|
|
||||||
if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff
|
if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff
|
||||||
return null
|
return null
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -23,7 +23,6 @@ export class BarCompComp extends CCComp {
|
|||||||
/** 视图层逻辑代码分离演示 */
|
/** 视图层逻辑代码分离演示 */
|
||||||
protected onLoad(): void {
|
protected onLoad(): void {
|
||||||
this.on(GameEvent.FightReady,this.readay,this)
|
this.on(GameEvent.FightReady,this.readay,this)
|
||||||
this.on(GameEvent.FriendCalled,this.friend_called,this)
|
|
||||||
this.on(GameEvent.MasterCalled,this.master_called,this)
|
this.on(GameEvent.MasterCalled,this.master_called,this)
|
||||||
this.on(GameEvent.APChange,this.ap_change,this)
|
this.on(GameEvent.APChange,this.ap_change,this)
|
||||||
|
|
||||||
@@ -48,15 +47,7 @@ export class BarCompComp extends CCComp {
|
|||||||
sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path);
|
sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
private friend_called(e:any,data:any){
|
|
||||||
this.node.getChildByName("fbar").active=true
|
|
||||||
let show=this.node.getChildByName("fbar").getChildByName("hero")
|
|
||||||
var icon_path = "game/heros/herois"
|
|
||||||
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
|
|
||||||
const sprite = show.getChildByName("icon").getComponent(Sprite);
|
|
||||||
sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
private ap_change(e:any,data:any){
|
private ap_change(e:any,data:any){
|
||||||
console.log("[barcomp]:ap_change",data)
|
console.log("[barcomp]:ap_change",data)
|
||||||
if(data.is_master==true){
|
if(data.is_master==true){
|
||||||
|
|||||||
@@ -16,7 +16,6 @@ export class EquipsComp extends Component {
|
|||||||
boxs:Node=null
|
boxs:Node=null
|
||||||
attrs:any={
|
attrs:any={
|
||||||
hero_buff:getBuffNum(),
|
hero_buff:getBuffNum(),
|
||||||
friend_buff:getBuffNum(),
|
|
||||||
enemy_buff:getBuffNum(),
|
enemy_buff:getBuffNum(),
|
||||||
}
|
}
|
||||||
/** 视图层逻辑代码分离演示 */
|
/** 视图层逻辑代码分离演示 */
|
||||||
@@ -228,7 +227,6 @@ export class EquipsComp extends Component {
|
|||||||
const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
|
const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
|
||||||
|
|
||||||
let equip_special_attr=this.count_equip_special_attr(all_special_attr)
|
let equip_special_attr=this.count_equip_special_attr(all_special_attr)
|
||||||
let friend_get_master_equip=equip_special_attr[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]
|
|
||||||
oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
|
oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
|
||||||
|
|
||||||
// 合并所有装备属性
|
// 合并所有装备属性
|
||||||
@@ -243,15 +241,9 @@ export class EquipsComp extends Component {
|
|||||||
case EquipAttrTarget.HERO:
|
case EquipAttrTarget.HERO:
|
||||||
targetKey = 'hero_buff';
|
targetKey = 'hero_buff';
|
||||||
break;
|
break;
|
||||||
case EquipAttrTarget.FRIEND:
|
|
||||||
targetKey = 'friend_buff';
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
this.add_attr(targetKey,attr)
|
this.add_attr(targetKey,attr)
|
||||||
});
|
});
|
||||||
// 伙伴获取英雄装备属性加成
|
|
||||||
this.attrs.friend_buff.ATK+=this.attrs.hero_buff.ATK*friend_get_master_equip
|
|
||||||
this.attrs.friend_buff.HP+=this.attrs.hero_buff.HP*friend_get_master_equip
|
|
||||||
|
|
||||||
console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
|
console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
|
||||||
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
|
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
|
||||||
@@ -263,17 +255,12 @@ export class EquipsComp extends Component {
|
|||||||
[EquipSpecialAttr.ICE]: 0,
|
[EquipSpecialAttr.ICE]: 0,
|
||||||
[EquipSpecialAttr.FIRE]: 0,
|
[EquipSpecialAttr.FIRE]: 0,
|
||||||
[EquipSpecialAttr.WIND]: 0,
|
[EquipSpecialAttr.WIND]: 0,
|
||||||
[EquipSpecialAttr.FRIEND_LIVE_CD]: 0,
|
|
||||||
[EquipSpecialAttr.ATK_ADD_FRIEND_ATK]: 0,
|
|
||||||
[EquipSpecialAttr.ATK_ADD_FRIEND_HP]: 0,
|
|
||||||
[EquipSpecialAttr.ATK_ADD_GLOD]: 0,
|
[EquipSpecialAttr.ATK_ADD_GLOD]: 0,
|
||||||
[EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
|
[EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
|
||||||
[EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
|
[EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
|
||||||
[EquipSpecialAttr.DOUBLE_DEAD]: 0,
|
|
||||||
[EquipSpecialAttr.DOUBLE_ATKED]: 0,
|
[EquipSpecialAttr.DOUBLE_ATKED]: 0,
|
||||||
[EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE]: 0,
|
[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
|
||||||
[EquipSpecialAttr.ATK_ADD_VALUE]: 0,
|
[EquipSpecialAttr.ATK_ADD_VALUE]: 0,
|
||||||
[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]: 0,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
console.log("[EquipsComp]:all_special_attr",all_special_attr)
|
console.log("[EquipsComp]:all_special_attr",all_special_attr)
|
||||||
@@ -302,7 +289,6 @@ export class EquipsComp extends Component {
|
|||||||
// 创建新的属性对象
|
// 创建新的属性对象
|
||||||
const newAttrs = {
|
const newAttrs = {
|
||||||
hero_buff: getBuffNum(),
|
hero_buff: getBuffNum(),
|
||||||
friend_buff: getBuffNum(),
|
|
||||||
enemy_buff: getBuffNum(),
|
enemy_buff: getBuffNum(),
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -311,7 +297,6 @@ export class EquipsComp extends Component {
|
|||||||
|
|
||||||
console.log("重置属性", {
|
console.log("重置属性", {
|
||||||
hero_buff: this.attrs.hero_buff,
|
hero_buff: this.attrs.hero_buff,
|
||||||
friend_buff: this.attrs.friend_buff,
|
|
||||||
enemy_buff: this.attrs.enemy_buff,
|
enemy_buff: this.attrs.enemy_buff,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,24 +17,18 @@ const { ccclass, property } = _decorator;
|
|||||||
export class FightConComp extends Component {
|
export class FightConComp extends Component {
|
||||||
//装备 及 光环效果 物品存在生效 enemy_buff 是针对 怪物的debuff 偶尔也有buff 需要注意
|
//装备 及 光环效果 物品存在生效 enemy_buff 是针对 怪物的debuff 偶尔也有buff 需要注意
|
||||||
hero_buff=getBuffNum()
|
hero_buff=getBuffNum()
|
||||||
friend_buff=getBuffNum()
|
|
||||||
enemy_buff=getBuffNum()
|
enemy_buff=getBuffNum()
|
||||||
|
|
||||||
|
|
||||||
//注意临时buff和debuff 每种buff的值 必须都一样 多种值 战斗处理复杂 暂时放弃
|
//注意临时buff和debuff 每种buff的值 必须都一样 多种值 战斗处理复杂 暂时放弃
|
||||||
atk_type:number=0;
|
atk_type:number=0;
|
||||||
//装备特殊属性 触发后 局内永久生效
|
//装备特殊属性 触发后 局内永久生效
|
||||||
friend_alive_cd:number=FightSet.FRIEND_LIVE_CD
|
|
||||||
atk_add_friend_atk:number=0
|
|
||||||
atk_add_friend_hp:number=0
|
|
||||||
atk_add_glod:number=0
|
atk_add_glod:number=0
|
||||||
atk_add_master_atk:number=0
|
atk_add_master_atk:number=0
|
||||||
atk_add_master_hp:number=0
|
atk_add_master_hp:number=0
|
||||||
double_dead:number=0
|
|
||||||
double_atked:number=0
|
double_atked:number=0
|
||||||
friend_atked_add_skill_stone:number=0
|
atked_add_skill_stone:number=0
|
||||||
atk_add_value:number=0
|
atk_add_value:number=0
|
||||||
friend_get_master_equip:number=0
|
|
||||||
|
|
||||||
//卡牌特效
|
//卡牌特效
|
||||||
card_atk_add:number=0 //卡牌特效 攻击提高攻击力效果 额外添加值
|
card_atk_add:number=0 //卡牌特效 攻击提高攻击力效果 额外添加值
|
||||||
@@ -56,49 +50,33 @@ export class FightConComp extends Component {
|
|||||||
|
|
||||||
}
|
}
|
||||||
protected start(): void {
|
protected start(): void {
|
||||||
this.friend_alive_cd=FightSet.FRIEND_LIVE_CD
|
|
||||||
|
|
||||||
}
|
}
|
||||||
change_equip_special_attr(e:GameEvent,data:any){
|
change_equip_special_attr(e:GameEvent,data:any){
|
||||||
console.log("[FightConComp]:change_equip_special_attr",data)
|
console.log("[FightConComp]:change_equip_special_attr",data)
|
||||||
this.atk_add_value=data[EquipSpecialAttr.ATK_ADD_VALUE]
|
this.atk_add_value=data[EquipSpecialAttr.ATK_ADD_VALUE]
|
||||||
this.atk_add_friend_atk=data[EquipSpecialAttr.ATK_ADD_FRIEND_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加
|
|
||||||
this.atk_add_friend_hp=data[EquipSpecialAttr.ATK_ADD_FRIEND_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加
|
|
||||||
this.atk_add_glod=data[EquipSpecialAttr.ATK_ADD_GLOD]
|
this.atk_add_glod=data[EquipSpecialAttr.ATK_ADD_GLOD]
|
||||||
this.atk_add_master_atk=data[EquipSpecialAttr.ATK_ADD_MASTER_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加
|
this.atk_add_master_atk=data[EquipSpecialAttr.ATK_ADD_MASTER_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加
|
||||||
this.atk_add_master_hp=data[EquipSpecialAttr.ATK_ADD_MASTER_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加
|
this.atk_add_master_hp=data[EquipSpecialAttr.ATK_ADD_MASTER_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加
|
||||||
this.friend_alive_cd=FightSet.FRIEND_LIVE_CD-data[EquipSpecialAttr.FRIEND_LIVE_CD]
|
|
||||||
this.double_dead=data[EquipSpecialAttr.DOUBLE_DEAD]
|
|
||||||
this.double_atked=data[EquipSpecialAttr.DOUBLE_ATKED]
|
this.double_atked=data[EquipSpecialAttr.DOUBLE_ATKED]
|
||||||
this.friend_atked_add_skill_stone=data[EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE]
|
this.atked_add_skill_stone=data[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]
|
||||||
this.friend_get_master_equip=data[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
private equip_change(e:GameEvent,equip:any){
|
private equip_change(e:GameEvent,equip:any){
|
||||||
let old_hero_hp=JSON.parse(JSON.stringify(this.hero_buff.HP))
|
let old_hero_hp=JSON.parse(JSON.stringify(this.hero_buff.HP))
|
||||||
let old_friend_hp=JSON.parse(JSON.stringify(this.friend_buff.HP))
|
|
||||||
|
|
||||||
let new_hero_hp=JSON.parse(JSON.stringify(equip.hero_buff.HP))
|
let new_hero_hp=JSON.parse(JSON.stringify(equip.hero_buff.HP))
|
||||||
let new_friend_hp=JSON.parse(JSON.stringify(equip.friend_buff.HP))
|
|
||||||
|
|
||||||
this.hero_buff=equip.hero_buff
|
this.hero_buff=equip.hero_buff
|
||||||
this.friend_buff=equip.friend_buff
|
|
||||||
this.enemy_buff=equip.enemy_buff
|
this.enemy_buff=equip.enemy_buff
|
||||||
|
|
||||||
|
|
||||||
let hero_hp_add=new_hero_hp-old_hero_hp
|
let hero_hp_add=new_hero_hp-old_hero_hp
|
||||||
let friend_hp_add=new_friend_hp-old_friend_hp
|
|
||||||
console.log("[FightConComp]:old_hero_hp:"+old_hero_hp+" new_hero_hp:"+new_hero_hp+" hero_hp_add:"+hero_hp_add)
|
console.log("[FightConComp]:old_hero_hp:"+old_hero_hp+" new_hero_hp:"+new_hero_hp+" hero_hp_add:"+hero_hp_add)
|
||||||
if(hero_hp_add!==0){
|
if(hero_hp_add!==0){
|
||||||
|
|
||||||
oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:hero_hp_add,is_master:true})
|
oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:hero_hp_add,is_master:true})
|
||||||
}
|
}
|
||||||
|
|
||||||
if(friend_hp_add!==0){
|
|
||||||
oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:friend_hp_add,is_master:false})
|
|
||||||
}
|
|
||||||
|
|
||||||
this.scheduleOnce(()=>{
|
this.scheduleOnce(()=>{
|
||||||
oops.message.dispatchEvent(GameEvent.UpdateVMData)
|
oops.message.dispatchEvent(GameEvent.UpdateVMData)
|
||||||
@@ -148,21 +126,13 @@ export class FightConComp extends Component {
|
|||||||
|
|
||||||
private clearAlls() {
|
private clearAlls() {
|
||||||
this.hero_buff=getBuffNum()
|
this.hero_buff=getBuffNum()
|
||||||
this.friend_buff=getBuffNum()
|
|
||||||
this.enemy_buff=getBuffNum()
|
this.enemy_buff=getBuffNum()
|
||||||
|
|
||||||
|
|
||||||
this.friend_alive_cd=FightSet.FRIEND_LIVE_CD
|
|
||||||
this.atk_add_friend_atk=0
|
|
||||||
this.atk_add_friend_hp=0
|
|
||||||
this.atk_add_glod=0
|
this.atk_add_glod=0
|
||||||
this.atk_add_master_atk=0
|
this.atk_add_master_atk=0
|
||||||
this.atk_add_master_hp=0
|
this.atk_add_master_hp=0
|
||||||
this.double_dead=0
|
|
||||||
this.double_atked=0
|
this.double_atked=0
|
||||||
this.friend_atked_add_skill_stone=0
|
this.atked_add_skill_stone=0
|
||||||
this.atk_add_value=0
|
this.atk_add_value=0
|
||||||
this.friend_get_master_equip=0
|
|
||||||
this.card_atk_add=0
|
this.card_atk_add=0
|
||||||
this.card_hp_add=0
|
this.card_hp_add=0
|
||||||
|
|
||||||
|
|||||||
@@ -51,11 +51,11 @@ export class MissionComp extends CCComp {
|
|||||||
private on_mon_wave_update(){
|
private on_mon_wave_update(){
|
||||||
smc.vmdata.mission_data.current_wave++
|
smc.vmdata.mission_data.current_wave++
|
||||||
let wave=smc.vmdata.mission_data.current_wave
|
let wave=smc.vmdata.mission_data.current_wave
|
||||||
if(wave==FightSet.FRIEND_WAVE_UP){
|
// if(wave==FightSet.FRIEND_WAVE_UP){
|
||||||
console.log("[任务系统] FRIEND_WAVE_UP 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP)
|
// console.log("[任务系统] FRIEND_WAVE_UP 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP)
|
||||||
let node= this.node.getChildByName("new_hero")
|
// let node= this.node.getChildByName("new_hero")
|
||||||
tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start()
|
// tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start()
|
||||||
}
|
// }
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -163,9 +163,10 @@ export class MissionComp extends CCComp {
|
|||||||
private cleanComponents() {
|
private cleanComponents() {
|
||||||
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
|
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
|
||||||
}
|
}
|
||||||
|
|
||||||
hide_call_friend(){
|
hide_call_friend(){
|
||||||
let node =this.node.getChildByName("new_hero")
|
// let node =this.node.getChildByName("new_hero")
|
||||||
tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start()
|
// tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start()
|
||||||
}
|
}
|
||||||
/** 视图层逻辑代码分离演示 */
|
/** 视图层逻辑代码分离演示 */
|
||||||
|
|
||||||
|
|||||||
@@ -18,7 +18,6 @@ const { ccclass, property } = _decorator;
|
|||||||
@ecs.register('MissionHeroComp', false)
|
@ecs.register('MissionHeroComp', false)
|
||||||
export class MissionHeroCompComp extends CCComp {
|
export class MissionHeroCompComp extends CCComp {
|
||||||
timer:Timer=new Timer(2)
|
timer:Timer=new Timer(2)
|
||||||
Friend_alive_cd:Timer=new Timer(10)
|
|
||||||
Friend_is_dead:boolean=false
|
Friend_is_dead:boolean=false
|
||||||
current_hero_uuid:number=0
|
current_hero_uuid:number=0
|
||||||
onLoad(){
|
onLoad(){
|
||||||
@@ -33,15 +32,10 @@ export class MissionHeroCompComp extends CCComp {
|
|||||||
this.node.getChildByName("location").active=false
|
this.node.getChildByName("location").active=false
|
||||||
}
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}
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||||||
fight_ready(){
|
fight_ready(){
|
||||||
this.Friend_alive_cd=new Timer(FightSet.FRIEND_LIVE_CD)
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|
||||||
}
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}
|
||||||
protected update(dt: number): void {
|
protected update(dt: number): void {
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||||||
if(smc.mission.status != 1) return
|
if(smc.mission.status != 1) return
|
||||||
if(this.Friend_is_dead){
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|
||||||
if(this.Friend_alive_cd.update(dt)){
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|
||||||
console.log("alive friend")
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
}
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}
|
||||||
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|
||||||
@@ -52,9 +46,6 @@ export class MissionHeroCompComp extends CCComp {
|
|||||||
console.log("[MissionHeroComp]:zhaohuan",args)
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console.log("[MissionHeroComp]:zhaohuan",args)
|
||||||
this.addHero(args.uuid,false,true)
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this.addHero(args.uuid,false,true)
|
||||||
}
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}
|
||||||
up_friend_alive_cd(less:number){
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|
||||||
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|
||||||
}
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|
||||||
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|
||||||
private call_friend(event: string, args: any,is_master:boolean=false){
|
private call_friend(event: string, args: any,is_master:boolean=false){
|
||||||
console.log("[MissionHeroComp]:call_hero addHero",args.uuid,is_master)
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console.log("[MissionHeroComp]:call_hero addHero",args.uuid,is_master)
|
||||||
|
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@@ -130,7 +130,6 @@ export class Skill extends ecs.Entity {
|
|||||||
let frost_time=0
|
let frost_time=0
|
||||||
let frost_ratto=0
|
let frost_ratto=0
|
||||||
if(view.is_master) buff=FIGHTCON.hero_buff
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if(view.is_master) buff=FIGHTCON.hero_buff
|
||||||
if(view.is_friend) buff=FIGHTCON.friend_buff
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|
||||||
if(view.is_boss) buff=FIGHTCON.enemy_buff
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if(view.is_boss) buff=FIGHTCON.enemy_buff
|
||||||
if(view.is_kalami) buff=FIGHTCON.enemy_buff
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if(view.is_kalami) buff=FIGHTCON.enemy_buff
|
||||||
if(buff!==null) {
|
if(buff!==null) {
|
||||||
|
|||||||
@@ -183,7 +183,6 @@ export class SkillCom extends CCComp {
|
|||||||
let debuff = {deV:0,deC:0,deR:0}
|
let debuff = {deV:0,deC:0,deR:0}
|
||||||
let buff=null
|
let buff=null
|
||||||
if(this.caster.is_master) buff = this.FIGHTCON.hero_buff
|
if(this.caster.is_master) buff = this.FIGHTCON.hero_buff
|
||||||
if(this.caster.is_friend) buff = this.FIGHTCON.friend_buff
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|
||||||
if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff
|
if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff
|
||||||
if(buff==null) return debuff
|
if(buff==null) return debuff
|
||||||
debuff.deV=buff.DEBUFF_VALUE
|
debuff.deV=buff.DEBUFF_VALUE
|
||||||
|
|||||||
@@ -200,7 +200,7 @@
|
|||||||
| 4 | 紫 | 量子闪避者(Lv4) | +40% | 41% | 免伤11% |- |
|
| 4 | 紫 | 量子闪避者(Lv4) | +40% | 41% | 免伤11% |- |
|
||||||
| 5 | 绿 | 风影圆盾(Lv5) | +36% | 37% | - | - |
|
| 5 | 绿 | 风影圆盾(Lv5) | +36% | 37% | - | - |
|
||||||
| 5 | 蓝 | 流光护盾(Lv5) | +40% | 40% | Debuff减免16% | - |
|
| 5 | 蓝 | 流光护盾(Lv5) | +40% | 40% | Debuff减免16% | - |
|
||||||
| 5 | 紫 | 量子闪避者(Lv5) | +44% | 44% | 免伤13% | **伙伴双倍死亡触发** |
|
| 5 | 紫 | 量子闪避者(Lv5) | +44% | 44% | 免伤13% |- |
|
||||||
|
|
||||||
|
|
||||||
| 等级 | 品质 | 完整名称 | HP加成 | 反伤比率 | 附加属性 | 特殊属性 |
|
| 等级 | 品质 | 完整名称 | HP加成 | 反伤比率 | 附加属性 | 特殊属性 |
|
||||||
@@ -219,7 +219,7 @@
|
|||||||
| 4 | 紫 | 龙鳞反伤者(Lv4) | +100% | 31% | 免伤11% | - |
|
| 4 | 紫 | 龙鳞反伤者(Lv4) | +100% | 31% | 免伤11% | - |
|
||||||
| 5 | 绿 | 荆棘木盾(Lv5) | +92% | 27% | - | - |
|
| 5 | 绿 | 荆棘木盾(Lv5) | +92% | 27% | - | - |
|
||||||
| 5 | 蓝 | 钢铁尖刺(Lv5) | +100% | 30% | Debuff减免16% | - |
|
| 5 | 蓝 | 钢铁尖刺(Lv5) | +100% | 30% | Debuff减免16% | - |
|
||||||
| 5 | 紫 | 龙鳞反伤者(Lv5) | +108% | 34% | 免伤13% | **伙伴双倍收击触发** |
|
| 5 | 紫 | 龙鳞反伤者(Lv5) | +108% | 34% | 免伤13% |- |
|
||||||
|
|
||||||
| 等级 | 品质 | 完整名称 | HP加成 | 免伤比例 | 附加属性 | 特殊属性 |
|
| 等级 | 品质 | 完整名称 | HP加成 | 免伤比例 | 附加属性 | 特殊属性 |
|
||||||
|------|------|----------------------|--------|----------|------------------|----------|
|
|------|------|----------------------|--------|----------|------------------|----------|
|
||||||
@@ -237,7 +237,7 @@
|
|||||||
| 4 | 紫 | 永恒守护者(Lv4) | +80% | 21% | 闪避11% |- |
|
| 4 | 紫 | 永恒守护者(Lv4) | +80% | 21% | 闪避11% |- |
|
||||||
| 5 | 绿 | 守护圆盾(Lv5) | +72% | 18% | - | - |
|
| 5 | 绿 | 守护圆盾(Lv5) | +72% | 18% | - | - |
|
||||||
| 5 | 蓝 | 圣光壁垒(Lv5) | +80% | 20% | Debuff减免16% | - |
|
| 5 | 蓝 | 圣光壁垒(Lv5) | +80% | 20% | Debuff减免16% | - |
|
||||||
| 5 | 紫 | 永恒守护者(Lv5) | +88% | 23% | 闪避13% | **被攻5次+1技能点** |
|
| 5 | 紫 | 永恒守护者(Lv5) | +88% | 23% | 闪避13% | - |
|
||||||
|
|
||||||
|
|
||||||
## 🟢 绿色品质饰品(自然元素系列)
|
## 🟢 绿色品质饰品(自然元素系列)
|
||||||
@@ -278,18 +278,18 @@
|
|||||||
|
|
||||||
| 品质 | 名称 | 等级 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 |
|
| 品质 | 名称 | 等级 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 |
|
||||||
|------|------------|------|-----------|---------|-----------|---------|------------------|--------|
|
|------|------------|------|-----------|---------|-----------|---------|------------------|--------|
|
||||||
| 紫 | 天穹徽章 | 4 | HP加成 | +40% | 免伤 | +15% | 攻击触发属性增加的值额外加值 | 2 |
|
| 紫 | 天穹徽章 | 4 | HP加成 | +40% | 免伤 | +15% | 攻击触发属性增加的值额外加值 | 1 |
|
||||||
| 紫 | 天穹徽章 | 5 | HP加成 | +44% | 免伤 | +18% | 攻击触发属性增加的值额外加值 | 4 |
|
| 紫 | 天穹徽章 | 5 | HP加成 | +44% | 免伤 | +18% | 攻击触发属性增加的值额外加值 | 2 |
|
||||||
| 紫 | 神木戒指 | 4 | 攻击 | +44% | 暴伤 | +30% | 伙伴获得主将装备生命值和攻击力属性加成 | 10 |
|
| 紫 | 神木戒指 | 4 | 攻击 | +44% | 暴伤 | +30% | 改成暴击 | 5% |
|
||||||
| 紫 | 神木戒指 | 5 | 攻击 | +50% | 暴伤 | +34% | 伙伴获得主将装备生命值和攻击力属性加成 | 20 |
|
| 紫 | 神木戒指 | 5 | 攻击 | +50% | 暴伤 | +34% | 改成暴击 | 10% |
|
||||||
| 紫 | 日曜吊坠 | 4 | HP加成 | +36% | 攻击 | +40% | 攻击n次后增加主将攻击力/攻击n次后增加主将生命值 | 2/10 |
|
| 紫 | 日曜吊坠 | 4 | HP加成 | +36% | 攻击 | +40% | 攻击n次后增加主将攻击力 | 1 |
|
||||||
| 紫 | 日曜吊坠 | 5 | HP加成 | +40% | 攻击 | +48% | 攻击n次后增加主将攻击力/攻击n次后增加主将生命值 | 4/20 |
|
| 紫 | 日曜吊坠 | 5 | HP加成 | +40% | 攻击 | +48% | 攻击n次后增加主将攻击力 | 2|
|
||||||
| 紫 | 月影指环 | 4 | 免伤 | +16% | 暴伤 | +28% | 攻击n次后增加伙伴攻击力/攻击n次后增加伙伴生命值 | 3/10 |
|
| 紫 | 月影指环 | 4 | 免伤 | +16% | 暴伤 | +28% | 攻击n次后增加主将生命值 | 5 |
|
||||||
| 紫 | 月影指环 | 5 | 免伤 | +18% | 暴伤 | +32% | 攻击n次后增加伙伴攻击力/攻击n次后增加伙伴生命值 | 6/25 |
|
| 紫 | 月影指环 | 5 | 免伤 | +18% | 暴伤 | +32% | 攻击n次后增加主将生命值 | 10 |
|
||||||
| 紫 | 星尘耳饰 | 4 | 闪避 | +10% | 攻击 | +44% | 伙伴复活时间减少 | -30% |
|
| 紫 | 星尘耳饰 | 4 | 闪避 | +10% | 攻击 | +44% | 改成技能cd减少 | -10% |
|
||||||
| 紫 | 星尘耳饰 | 5 | 闪避 | +12% | 攻击 | +50% | 伙伴复活时间减少 | -50% |
|
| 紫 | 星尘耳饰 | 5 | 闪避 | +12% | 攻击 | +50% | 改成技能cd减少 | -20% |
|
||||||
| 紫 | 深渊挂饰 | 4 | 反伤 | +12% | HP加成 | +44% | 双倍死亡触发 | 1 |
|
| 紫 | 深渊挂饰 | 4 | 反伤 | +12% | HP加成 | +44% | 穿刺 | 1 |
|
||||||
| 紫 | 深渊挂饰 | 5 | 反伤 | +14% | HP加成 | +50% | 双倍死亡触发 | 2 |
|
| 紫 | 深渊挂饰 | 5 | 反伤 | +14% | HP加成 | +50% | 穿刺 | 2 |
|
||||||
| 紫 | 永夜徽章 | 4 | 免伤 | +18% | 暴伤 | +32% | 双倍受击触发 | 1 |
|
| 紫 | 永夜徽章 | 4 | 免伤 | +18% | 暴伤 | +32% | 双倍受击触发 | 1 |
|
||||||
| 紫 | 永夜徽章 | 5 | 免伤 | +20% | 暴伤 | +36% | 双倍受击触发 | 2 |
|
| 紫 | 永夜徽章 | 5 | 免伤 | +20% | 暴伤 | +36% | 双倍受击触发 | 2 |
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user