- 删除SkillSet.ts中未使用或多余的枚举和注释 - 移除SkillConfig接口中的无用字段in参数 - 统一调整技能配置字段,删除多余的in参数 - 简化SkillSet技能数据,去除冗余注释和无用代码 - heroSet.ts删除被注释的HeroKind枚举和无用注释 - 精简英雄配置相关注释,提高代码可读性与维护性
463 lines
21 KiB
TypeScript
463 lines
21 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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export enum AtkedType {
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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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export enum Attrs {
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HP_MAX = 0, //生命值
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MP_MAX = 1, //魔法值
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SHIELD_MAX=2, //护盾
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AP = 3, //攻击力
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MAP=4, //魔法攻击力
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DEF = 5, //防御
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MDEF = 6, //魔法防御
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CRITICAL =7, //暴击率
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CRITICAL_DMG = 8, //暴击伤害
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DODGE = 9, //闪避
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HIT = 10, //命中
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WFUNY = 11, // 风怒
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AS = 12, //攻击速度,直接减技能cd
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REFLICT = 13, //反伤比率
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LIFESTEAL = 14, //吸血比率
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BACK = 15, //攻击带击退概率
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DEBACK = 16, //被攻击击退概率
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CON_RES = 17, //控制抗性
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ICE_RES = 18, //冰冻抗性
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FIRE_RES = 19, //火抗性
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WIND_RES = 20, //风抗性
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ICE_POWER = 21, //冰冻伤害效果提升
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FIRE_POWER = 22,//火伤害效果提升
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WIND_POWER = 23,//风伤害效果提升
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BUFF_UP = 24, //buff效果提升
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DBUFF_UP=25, //debuff效果提升
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DIS=26, //攻击距离
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SPEED = 27, //移动速度加成,默认都是百分比
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SHIELD_UP = 28, //护盾效果提升
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BURN = 29, //攻击带易伤
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DEBURN = 30, //被攻击易伤
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PUNCTURE=31, // 穿刺次数
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PUNCTURE_DMG=32, //穿刺伤害加成
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}
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export const getAttrs=()=>{
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// 遍历枚举的数字值(枚举会生成双向映射)
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let reAttrs = {};
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Object.keys(Attrs).forEach(key => {
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if (!isNaN(Number(key))) {
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reAttrs[Number(key)] = 0;
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}
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});
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return reAttrs;
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}
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/**
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* Buff类型枚举
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* VALUE: 数值型 - 直接加减数值
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* RATIO: 百分比型 - 按百分比计算
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*/
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export enum BType {
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VALUE=0, //数值型
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RATIO=1 //百分比型
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}
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/**
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* 属性类型配置表
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* 用于区分每个属性是数值型还是百分比型
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* - VALUE: 数值型属性(如生命值、攻击力等绝对数值)
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* - RATIO: 百分比型属性(如暴击率、闪避率等百分比数值)
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*/
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export const AttrsType: Record<Attrs, BType> = {
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// ========== 数值型属性 ==========
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[Attrs.HP_MAX]: BType.VALUE, // 最大生命值 - 数值型
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[Attrs.MP_MAX]: BType.VALUE, // 最大魔法值 - 数值型
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[Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型
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[Attrs.AP]: BType.VALUE, // 攻击力 - 数值型
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[Attrs.MAP]: BType.VALUE, // 魔法攻击力 - 数值型
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[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
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[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
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[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
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[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
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// ========== 百分比型属性 ==========
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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[Attrs.CRITICAL_DMG]: BType.RATIO, // 暴击伤害 - 百分比型
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[Attrs.DODGE]: BType.RATIO, // 闪避 - 百分比型
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[Attrs.HIT]: BType.RATIO, // 命中 - 百分比型
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[Attrs.WFUNY]: BType.RATIO, // 风怒 - 百分比型
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[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
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[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
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[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
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[Attrs.BACK]: BType.RATIO, // 击退概率 - 百分比型
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[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
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[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
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[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
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[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
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[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
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[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
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[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
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[Attrs.DEBACK]:BType.RATIO,
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[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
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[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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[Attrs.PUNCTURE_DMG]: BType.RATIO,
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};
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/**
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* 判断属性是否为百分比型
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* @param attrType 属性类型
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* @returns true: 百分比型, false: 数值型
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*/
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export const isRatioAttr = (attrType: Attrs): boolean => {
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return AttrsType[attrType] === BType.RATIO;
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};
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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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- AtkedType: 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 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,AtkedType:AtkedType,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,
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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",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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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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6002: {
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uuid:6002,name:"挥击",sp_name:"atk2",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,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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6003: {
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uuid:6003,name:"射击",sp_name:"arrow",AtkedType:AtkedType.atked,path:"3037",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
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buffs:[],debuffs:[],info:"向最前方敌人释放箭矢,造成100%攻击的伤害"
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},
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6004: {
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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,
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ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
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buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,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",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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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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6006: {
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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,
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ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
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buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
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},
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6007: {
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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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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,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"
|
||
},
|
||
|
||
}; |