215 lines
7.3 KiB
TypeScript
215 lines
7.3 KiB
TypeScript
export enum TGroup {
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Self = 0, // 自身
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Ally = 1, // 所有敌人
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Team = 2, // 所有友方
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Enemy = 3, // 敌方单位
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All = 4 // 所有单位
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}
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export enum TType {
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/** 前排目标(最靠近敌方阵营的单位) */
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Frontline = 1, // 最前排单位
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/** 后排目标(离敌方阵营最远的单位) */
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Backline = 2, // 最后排单位
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/** 生命值最低的目标 */
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LowestHP = 3, // 最低生命值
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/** 生命值最高的目标 */
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HighestHP = 4, // 最高生命值
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/** 近战职业目标 */
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Melee =5, // 近战职业
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/** 远程职业目标 */
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Ranged =6, // 远程职业
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/** 辅助职业目标 */
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SupportClass =7, // 辅助职业
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/** 随机目标 */
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Random =8 // 随机目标
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}
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export enum DTType {
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single = 0,
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range = 1,
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}
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export enum SType {
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damage = 0,
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heal = 1,
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shield = 2,
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atk_speed = 3,
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power_up = 4,
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ap_up = 5,
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dod_up = 6,
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crit_up = 7,
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crit_dmg_up = 8,
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wfuny_up = 9,
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zhaohuan = 10,
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buff = 11,
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}
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//受伤动画名称
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export enum AtkedName {
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atked = "atked",
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ice = "atked_ice",
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fire = "atked_fire",
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wind = "atked_wind",
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crit = "atked_crit",
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}
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export enum RType {
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linear = 0, //直线
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bezier = 1, //贝塞尔
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fixed = 2, //固定起点
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fixedEnd = 3, //固定终点
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}
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export enum EType {
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animationEnd = 0,
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timeEnd = 1,
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distanceEnd = 2,
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collision = 3,
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countEnd = 4,
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}
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//debuff类型
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export enum DBuff {
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STUN = 1, //眩晕 - 对应Attrs.CON_RES (控制抗性), BType.RATIO
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SLOW = 2, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO
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FROST = 3, //冰冻 - 对应Attrs.ICE_RES (冰冻抗性), BType.RATIO
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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
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AS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
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HP_MAX = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
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AP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
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MGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
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DEBACK = 9, //击退概率 - 对应Attrs.BACK (击退概率), BType.RATIO
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CRITICAL = 10, //-暴击率 - 对应Attrs.CRITICAL (暴击率), BType.RATIO
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CRIT_DAMAGE = 11, //-暴击伤害 - 对应Attrs.CRITICAL_DMG (暴击伤害), BType.RATIO
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DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
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DBUFFUP = 13, //edbuff效果提升
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BUFF_DOWN = 14,// buff效果减弱
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SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
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DEBURN = 16, //被攻击带易伤
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}
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// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
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import { Attrs, BType, getAttrs, AttrsType, isRatioAttr } from "./HeroAttrs";
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// ========== 为向后兼容性重新导出 ==========
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export { Attrs, BType, getAttrs, AttrsType, isRatioAttr };
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/**
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* DBuff 与 Attrs 的双向映射关系表
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* 格式:[DBuff, Attrs 或 -1(状态类)]
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*/
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const DEBUFF_ATTR_MAP: [DBuff, number][] = [
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[DBuff.STUN, -1], // 眩晕 - 状态类
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[DBuff.SLOW, Attrs.SPEED], // 减速 -> 速度
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[DBuff.FROST, -1], // 冰冻 - 状态类
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[DBuff.DEBURN, Attrs.DEBURN], // 被易伤 -> 被易伤
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[DBuff.BURN, Attrs.BURN], // 易伤 -> 易伤效果
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[DBuff.AS, Attrs.AS], // 减cd -> 攻击速度
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[DBuff.HP_MAX, Attrs.HP_MAX], // 减hp -> 最大生命值
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[DBuff.AP, Attrs.AP], // 减atk -> 攻击力
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[DBuff.MGP, Attrs.MAP], // 减魔法 -> 魔法攻击力
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[DBuff.DEBACK, Attrs.DEBACK], // 被击退 -> 被击退概率
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[DBuff.CRITICAL, Attrs.CRITICAL], // -暴击率 -> 暴击率
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[DBuff.CRIT_DAMAGE, Attrs.CRITICAL_DMG], // -暴击伤害 -> 暴击伤害
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[DBuff.DODGE, Attrs.DODGE], // -闪避 -> 闪避
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[DBuff.DBUFFUP, Attrs.DBUFF_UP], // debuff提升 -> debuff提升
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[DBuff.BUFF_DOWN, Attrs.BUFF_UP], // buff减弱 -> buff效果
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[DBuff.SPEED, Attrs.SPEED], // 移动速度下降 -> 移动速度
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];
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/**
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* 双向转换:DBuff ⇄ Attrs
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* @param key DBuff 或 Attrs 枚举值
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* @param isDebuff true: key 是 DBuff, false: key 是 Attrs
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* @returns 对应的转换值,未找到则返回 -1
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*/
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export const TransformBuffs = (key: number, isDebuff: boolean): number => {
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if (isDebuff) {
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// DBuff → Attrs
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const found = DEBUFF_ATTR_MAP.find(([debuff]) => debuff === key);
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return found ? found[1] : -1;
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} else {
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// Attrs → DBuff(只返回第一个匹配)
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const found = DEBUFF_ATTR_MAP.find(([, attr]) => attr === key);
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return found ? found[0] : -1;
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}
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};
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/*
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=== 技能配置系统使用说明 ===
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1. 基础属性:
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- uuid: 技能唯一ID
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- name: 技能名称
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- sp_name: 特效名称
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- AtkedName: 攻击类型
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- path: 图片资源路径
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2. 目标和效果:
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- TGroup: 目标群体 (敌方、友方等)
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- SType: 技能类型 (伤害、治疗、护盾等)
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3. 执行参数:
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- act: 角色执行的动画
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- DTType: 伤害类型 (单体、范围)
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- EType: 结束条件
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- fname: 特效文件名
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- with: 暂时无用
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4. 数值参数:
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- ap: 攻击力百分比
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- cd: 冷却时间
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- hit_num: 范围攻击 伤害敌人数量
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- hit: 穿刺个数
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- hitcd: 持续伤害的伤害间隔
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- speed: 移动速度
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- cost: 消耗值
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*/
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export enum DType {
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ATK= 0, // 物理
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MAGE=1, // 魔法
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}
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export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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// Debuff配置接口
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export interface DbuffConf {
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debuff: DBuff; // debuff类型
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BType:BType //buff是数值型还是百分比型
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value: number; // 效果值
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time: number; // 持续时间
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chance: number; // 触发概率
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}
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export interface BuffConf {
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buff:Attrs;
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BType:BType
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value:number; // 效果值
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time:number; // 持续时间
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chance:number; // 触发概率
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}
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// 技能配置接口 - 按照6001格式排列
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export interface SkillConfig {
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uuid:number,name:string,sp_name:string,AtkedName:AtkedName,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
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ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,
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buffs:BuffConf[],debuffs:DbuffConf[],info:string,hero?:number
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}
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export const SkillSet: Record<number, SkillConfig> = {
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,
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buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
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},
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6005: {
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uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedName:AtkedName.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE,
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ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
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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"
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},
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}; |