Files
heros/assets/script/game/common/config/SkillSet.ts
walkpan 2cdb25ac58 refactor(skillSet): 基本功完成 新buff系统 优化DBuff与Attrs映射及转换逻辑
- 规范化DBuff的枚举命名,修正属性对应关系
- 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换
- 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组
- 更新Attrs枚举,增加被易伤、防护盾等新属性
- 重新调整AttrsType映射,保证属性类型一致性

refactor(hero): 重构Hero和Monster初始化属性及buff系统

- Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离
- Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程
- Monster初始化简化,统一按Hero写法初始化基础属性和Attrs
- 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑
- 属性计算改用统一逻辑,支持数值型和百分比型准确计算
- 增加属性值范围限制,确保部分属性在合理区间内

refactor(heroViewComp): 优化buff/debuff管理及状态判断

- 统一buff和debuff的持久与临时管理字典及更新方法
- 优化临时buff/debuff的更新时间处理,自动触发属性重新计算
- 提供isStun和isFrost接口简化眩晕、冰冻状态判断
- 规范注释及代码格式,提升可读性和维护性

refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑

- 移除遍历判断,改用HeroViewComp的isStun和isFrost方法
- 简化技能冷却更新逻辑,提升性能

chore(heroSet): 添加AttrSet枚举定义属性最大值限制

docs(rogueConfig): 更新说明文档中的属性枚举定义说明

- 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
2025-10-17 22:02:23 +08:00

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TypeScript
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import { log } from "cc"
import { QualitySet } from "./BoxSet"
import * as exp from "constants"
export enum TGroup {
Self = 0, // 自身
Ally = 1, // 所有敌人
Team = 2, // 所有友方
Enemy = 3, // 敌方单位
All = 4 // 所有单位
}
export enum TType {
/** 前排目标(最靠近敌方阵营的单位) */
Frontline = 1, // 最前排单位
/** 后排目标(离敌方阵营最远的单位) */
Backline = 2, // 最后排单位
/** 生命值最低的目标 */
LowestHP = 3, // 最低生命值
/** 生命值最高的目标 */
HighestHP = 4, // 最高生命值
/** 近战职业目标 */
Melee =5, // 近战职业
/** 远程职业目标 */
Ranged =6, // 远程职业
/** 辅助职业目标 */
SupportClass =7, // 辅助职业
/** 随机目标 */
Random =8 // 随机目标
}
export enum SKILL_CONST {
POWER_UP = 60,
}
export enum DTType {
single = 0,
range = 1,
}
export enum skRun {
runing = 0,
dead = 1,
}
export enum SType {
damage = 0,
heal = 1,
shield = 2,
atk_speed = 3,
power_up = 4,
ap_up = 5,
dod_up = 6,
crit_up = 7,
crit_dmg_up = 8,
wfuny_up = 9,
zhaohuan = 10,
buff = 11,
}
//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
export enum CdType {
cd=0,
atk=1,
atked=2,
crit=3,
dod=4,
power=5,
}
export enum AtkedType {
atked = "atked",
ice = "atked_ice",
fire = "atked_fire",
wind = "atked_wind",
crit = "atked_crit",
}
//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
export enum AType {
linear = 0, // 直线
parabolic = 1, // 抛射物
fixedStart = 2, // 固定在出发点,物理攻击
fixedEnd = 3, // 固定在终点
StartEnd = 4, // 固定在出发点和终点 用于治疗和buff类技能
}
export enum RType {
linear = 0, //直线
bezier = 1, //贝塞尔
fixed = 2, //固定起点
fixedEnd = 3, //固定终点
}
export enum EType {
animationEnd = 0,
timeEnd = 1,
distanceEnd = 2,
collision = 3,
countEnd = 4,
}
//debuff类型
export enum DBuff {
STUN = 1, //眩晕 - 对应Attrs.CON_RES (控制抗性), BType.RATIO
SLOW = 2, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO
FROST = 3, //冰冻 - 对应Attrs.ICE_RES (冰冻抗性), BType.RATIO
BURN = 4, //易伤 - 对应Attrs.DEF/MDEF (防御/魔防), BType.RATIO, 默认次数是5, 技能配置的devC是额外次数
AS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
HP_MAX = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
AP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
MGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
DEBACK = 9, //击退概率 - 对应Attrs.BACK (击退概率), BType.RATIO
CRITICAL = 10, //-暴击率 - 对应Attrs.CRITICAL (暴击率), BType.RATIO
CRIT_DAMAGE = 11, //-暴击伤害 - 对应Attrs.CRITICAL_DMG (暴击伤害), BType.RATIO
DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
DBUFFUP=13, //edbuff效果提升
BUFF_DOWN = 14,// buff效果减弱
SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
DEBURN= 16, //被攻击带易伤
}
export enum Attrs {
HP_MAX = 0, //生命值
MP_MAX = 1, //魔法值
SHIELD_MAX=2, //护盾
AP = 3, //攻击力
MAP=4, //魔法攻击力
DEF = 5, //防御
MDEF = 6, //魔法防御
CRITICAL =7, //暴击率
CRITICAL_DMG = 8, //暴击伤害
DODGE = 9, //闪避
HIT = 10, //命中
WFUNY = 11, // 风怒
AS = 12, //攻击速度,直接减技能cd
REFLICT = 13, //反伤比率
LIFESTEAL = 14, //吸血比率
BACK = 15, //攻击带击退概率
DEBACK = 16, //被攻击击退概率
CON_RES = 17, //控制抗性
ICE_RES = 18, //冰冻抗性
FIRE_RES = 19, //火抗性
WIND_RES = 20, //风抗性
ICE_POWER = 21, //冰冻伤害效果提升
FIRE_POWER = 22,//火伤害效果提升
WIND_POWER = 23,//风伤害效果提升
BUFF_UP = 24, //buff效果提升
DBUFF_UP=25, //debuff效果提升
DIS=26, //攻击距离
SPEED = 27, //移动速度加成,默认都是百分比
SHIELD_UP = 28, //护盾效果提升
BURN = 29, //攻击带易伤
DEBURN = 30, //被攻击易伤
}
export const getAttrs=()=>{
// 遍历枚举的数字值(枚举会生成双向映射)
let reAttrs = {};
Object.keys(Attrs).forEach(key => {
if (!isNaN(Number(key))) {
reAttrs[Number(key)] = 0;
}
});
return reAttrs;
}
/**
* Buff类型枚举
* VALUE: 数值型 - 直接加减数值
* RATIO: 百分比型 - 按百分比计算
*/
export enum BType {
VALUE=0, //数值型
RATIO=1 //百分比型
}
/**
* 属性类型配置表
* 用于区分每个属性是数值型还是百分比型
* - VALUE: 数值型属性(如生命值、攻击力等绝对数值)
* - RATIO: 百分比型属性(如暴击率、闪避率等百分比数值)
*/
export const AttrsType: Record<Attrs, BType> = {
// ========== 数值型属性 ==========
[Attrs.HP_MAX]: BType.VALUE, // 最大生命值 - 数值型
[Attrs.MP_MAX]: BType.VALUE, // 最大魔法值 - 数值型
[Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型
[Attrs.AP]: BType.VALUE, // 攻击力 - 数值型
[Attrs.MAP]: BType.VALUE, // 魔法攻击力 - 数值型
[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
// ========== 百分比型属性 ==========
[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
[Attrs.CRITICAL_DMG]: BType.RATIO, // 暴击伤害 - 百分比型
[Attrs.DODGE]: BType.RATIO, // 闪避 - 百分比型
[Attrs.HIT]: BType.RATIO, // 命中 - 百分比型
[Attrs.WFUNY]: BType.RATIO, // 风怒 - 百分比型
[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
[Attrs.BACK]: BType.RATIO, // 击退概率 - 百分比型
[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
[Attrs.DEBACK]:BType.RATIO,
[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
};
/**
* 判断属性是否为百分比型
* @param attrType 属性类型
* @returns true: 百分比型, false: 数值型
*/
export const isRatioAttr = (attrType: Attrs): boolean => {
return AttrsType[attrType] === BType.RATIO;
};
/**
* 获取属性的类型
* @param attrType 属性类型
* @returns BType.VALUE 或 BType.RATIO
*/
export const getAttrType = (attrType: Attrs): BType => {
return AttrsType[attrType];
};
/**
* DBuff 与 Attrs 的双向映射关系表
* 格式:[DBuff, Attrs 或 -1状态类]
*/
const DEBUFF_ATTR_MAP: [DBuff, number][] = [
[DBuff.STUN, -1], // 眩晕 - 状态类
[DBuff.SLOW, Attrs.SPEED], // 减速 -> 速度
[DBuff.FROST, -1], // 冰冻 - 状态类
[DBuff.DEBURN, Attrs.DEBURN], // 被易伤 -> 被易伤
[DBuff.BURN, Attrs.BURN], // 易伤 -> 易伤效果
[DBuff.AS, Attrs.AS], // 减cd -> 攻击速度
[DBuff.HP_MAX, Attrs.HP_MAX], // 减hp -> 最大生命值
[DBuff.AP, Attrs.AP], // 减atk -> 攻击力
[DBuff.MGP, Attrs.MAP], // 减魔法 -> 魔法攻击力
[DBuff.DEBACK, Attrs.DEBACK], // 被击退 -> 被击退概率
[DBuff.CRITICAL, Attrs.CRITICAL], // -暴击率 -> 暴击率
[DBuff.CRIT_DAMAGE, Attrs.CRITICAL_DMG], // -暴击伤害 -> 暴击伤害
[DBuff.DODGE, Attrs.DODGE], // -闪避 -> 闪避
[DBuff.DBUFFUP, Attrs.DBUFF_UP], // debuff提升 -> debuff提升
[DBuff.BUFF_DOWN, Attrs.BUFF_UP], // buff减弱 -> buff效果
[DBuff.SPEED, Attrs.SPEED], // 移动速度下降 -> 移动速度
];
/**
* 双向转换DBuff ⇄ Attrs
* @param key DBuff 或 Attrs 枚举值
* @param isDebuff true: key 是 DBuff, false: key 是 Attrs
* @returns 对应的转换值,未找到则返回 -1
*/
export const TransformBuffs = (key: number, isDebuff: boolean): number => {
if (isDebuff) {
// DBuff → Attrs
const found = DEBUFF_ATTR_MAP.find(([debuff]) => debuff === key);
return found ? found[1] : -1;
} else {
// Attrs → DBuff只返回第一个匹配
const found = DEBUFF_ATTR_MAP.find(([, attr]) => attr === key);
return found ? found[0] : -1;
}
};
/*
=== 技能配置系统使用说明 ===
1. 基础属性:
- uuid: 技能唯一ID
- name: 技能名称
- for_hero: 是否为英雄专用技能
- sp_name: 特效名称
- AtkedType: 攻击类型
- path: 图片资源路径
- quality: 技能品质
2. 目标和效果:
- TType: 目标类型 (最前排、最后排等)
- maxC: 最大命中数量
- TGroup: 目标群体 (敌方、友方等)
- SType: 技能类型 (伤害、治疗、护盾等)
3. 执行参数:
- act: 行为类型
- DTType: 伤害类型 (单体、范围)
- CdType: 冷却类型
- AType: 动画类型
- EType: 结束条件
- fname: 特效文件名
- flash: 是否闪烁
- with: 角度参数
4. 数值参数:
- ap: 攻击力百分比
- cd: 冷却时间
- in: 持续时间
- hit_num: 命中次数
- hit: 伤害倍数
- hitcd: 伤害间隔
- speed: 移动速度
- cost: 消耗值
5. 效果配置:
- buffs: BuffConf[] - 增益效果数组
- debuffs: DbuffConf[] - 减益效果数组
- info: 技能描述
- hero?: 召唤物英雄ID (可选)
6. BuffConf结构
- buff: BuffAttr - 增益类型
- buV: number - 效果值
- buC: number - 持续次数
- buR: number - 触发概率
7. DbuffConf结构
- debuff: DebuffAttr - 减益类型
- dev: number - 效果值
- deC: number - 持续时间
- deR: number - 触发概率
8. 使用示例:
buffs: [createBuffConf(BuffAttr.SHIELD, 2, 0, 100)]
debuffs: [createDbuffConf(DBuff.STUN, 0, 1, 50)]
*/
export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
// Debuff配置接口
export interface DbuffConf {
debuff: DBuff; // debuff类型
BType:BType //buff是数值型还是百分比型
value: number; // 效果值
time: number; // 持续时间
chance: number; // 触发概率
}
export interface BuffConf {
buff:Attrs;
BType:BType
value:number; // 效果值
time:number; // 持续时间
chance:number; // 触发概率
}
// 技能配置接口 - 按照6001格式排列
export interface SkillConfig {
uuid:number,name:string,sp_name:string,AtkedType:AtkedType,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,
ap:number,cd:number,in:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,
buffs:BuffConf[],debuffs:DbuffConf[],info:string,hero?:number
}
export const SkillSet: Record<number, SkillConfig> = {
// ========== 基础攻击 ========== 6001-6099
6001: {
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0.2,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6002: {
uuid:6002,name:"挥击",sp_name:"atk2",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6003: {
uuid:6003,name:"射击",sp_name:"arrow",AtkedType:AtkedType.atked,path:"3037",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放箭矢,造成100%攻击的伤害"
},
6004: {
uuid:6004,name:"冰球",sp_name:"am_ice",AtkedType:AtkedType.ice,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6005: {
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
},
6006: {
uuid:6006,name:"能量波",sp_name:"am_blue",AtkedType:AtkedType.ice,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6007: {
uuid:6007,name:"圣光波",sp_name:"am_yellow",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
},
// ========== 大招 ========== 6100-6199
6101: {
uuid:6101,name:"护盾",sp_name:"shield",AtkedType:AtkedType.atked,path:"3045",TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,
ap:0,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"
},
6102: {
uuid:6102,name:"寒冰箭",sp_name:"arrow_blue",AtkedType:AtkedType.ice,path:"3060",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:1,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"
},
6103: {
uuid:6103,name:"治疗",sp_name:"heath_small",AtkedType:AtkedType.atked,path:"3056",TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,
ap:0,cd:5,in:0,t_num:1,hit_num:1,hit:0,hitcd:0,speed:0,cost:10,with:0,
buffs:[],debuffs:[],info:"回复最前排队友10%最大生命值的生命"
},
6104: {
uuid:6104,name:"烈焰斩击",sp_name:"max_fireatk",AtkedType:AtkedType.fire,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6105: {
uuid:6105,name:"烈火护盾",sp_name:"max_firedun",AtkedType:AtkedType.atked,path:"3061",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:80,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"
},
6106: {
uuid:6106,name:"龙卷风",sp_name:"bwind",AtkedType:AtkedType.wind,path:"3065",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
},
6107: {
uuid:6107,name:"烈焰射击",sp_name:"arrow_yellow",AtkedType:AtkedType.fire,path:"3014",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"
},
6108: {
uuid:6108,name:"火墙",sp_name:"max_fwall",AtkedType:AtkedType.atked,path:"3040",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:50,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"
},
6109: {
uuid:6109,name:"冰刺",sp_name:"icez",AtkedType:AtkedType.atked,path:"3049",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:300,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"
},
6110: {
uuid:6110,name:"潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
},
6111: {
uuid:6111,name:"陨石术",sp_name:"max_yunshi",AtkedType:AtkedType.fire,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:500,cd:5,in:0,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
6112: {
uuid:6112,name:"冰墙",sp_name:"icet",AtkedType:AtkedType.atked,path:"3050",TGroup:TGroup.Enemy,SType:SType.damage,act:"max",DTType:DTType.range,
ap:400,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"
},
6113: {
uuid:6113,name:"剑雨",sp_name:"max_jianyu",AtkedType:AtkedType.fire,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:500,cd:5,in:0,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
//召唤取消
// 6031:{uuid:6031,name:"召唤骷髅",sp_name:"zhaohuan",AtkedType:AtkedType.atked,path:"3018",
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,fname:"max_blue",flash:true,with:90,
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
// ========== 超必杀 ========== 6200-6299
6201: {
uuid:6201,name:"满天火雨",sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:2,t_num:1,hit_num:1,hit:5,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
6202: {
uuid:6202,name:"龙卷风爆",sp_name:"bwind",AtkedType:AtkedType.atked,path:"3069",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
},
6203: {
uuid:6203,name:"大潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
},
// ==========增强型技能,被动技能,========== 6300-6399
6301: {
uuid:6301,name:"攻击生命强化Ⅰ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加20%攻击力和生命值"
},
6302: {
uuid:6302,name:"攻击生命强化Ⅱ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3093",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加40%攻击力和生命值"
},
6303: {
uuid:6303,name:"攻击生命强化Ⅲ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加60%攻击力和生命值"
},
6304: {
uuid:6304,name:"攻击生命强化Ⅳ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加80%攻击力和生命值"
},
};