Files
heros/assets/script/game/common/config/SkillSet.ts
panw d9282b7469 feat(movement): 添加移动速度属性并调整速度计算逻辑
- 在DBuff和Attrs中新增移动速度相关字段SPEED
- 修改getAttrFieldFromDebuff映射,支持移动速度下降Debuff
- 修正DbuffConf接口中deV拼写错误
- BattleMoveSystem中使用Attrs.SPEED替代原慢速减值计算速度
- HeroViewComp中修复deV字段拼写并更新减速效果处理逻辑
- 移除未使用和无效的状态类Debuff标记,优化逻辑判断
2025-10-17 10:54:02 +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
DEAS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
DEHP = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
DEAP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
DEMGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
BACK = 9, //击退概率 - 对应Attrs.KNOCKBACK (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
}
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
KNOCKBACK = 15, //攻击带击退概率
CON_RES = 16, //控制抗性
ICE_RES = 17, //冰冻抗性
FIRE_RES = 18, //火抗性
WIND_RES = 19, //风抗性
ICE_POWER = 20, //冰冻伤害效果提升
FIRE_POWER = 21,//火伤害效果提升
WIND_POWER = 22,//风伤害效果提升
SHIELD_UP = 23, //护盾效果提升
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
}
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;
}
/**
* 获取 debuff 对应的属性字段
* @param debuffType DBuff 类型
* @returns 对应的 Attrs 字段,如果是状态类 debuff只缓存返回 -1
*
* 扩展说明:
* 1. 普通 debuff返回 Attrs 值(会直接修改属性)
* 2. 状态类 debuff返回 -1只缓存不修改属性
*
* 新增 DBuff 时:
* - 如果需要修改属性,在 debuffAttrMap 中添加映射: [DBuff.NEW]: Attrs.ATTR
* - 如果只需缓存状态,在 stateDebuffSet 中添加: DBuff.NEW
*/
export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
// 状态类 debuff只需缓存不影响属性
const stateDebuffSet = new Set<DBuff>([
DBuff.STUN,
DBuff.FROST,
]);
// 检查是否是状态类 debuff
if (stateDebuffSet.has(debuffType)) {
return -1; // 表示只缓存,不影响属性
}
// ==================== 普通 Debuff 到 Attrs 的完整映射表 ====================
// 格式: [DBuff 类型]: Attrs 属性(会直接修改属性值)
// 注意:新增普通 debuff 时,在此添加映射关系即可
const debuffAttrMap: Record<DBuff, number> = {
[DBuff.STUN]: Attrs.CON_RES, // 眩晕 -> 控制抗性
[DBuff.SLOW]: Attrs.AS, // 减速 -> 攻击速度
[DBuff.FROST]: Attrs.ICE_RES, // 冰冻 -> 冰冻抗性
[DBuff.BURN]: Attrs.DEF, // 易伤 -> 防御
[DBuff.DEAS]: Attrs.AS, // 减cd -> 攻击速度
[DBuff.DEHP]: Attrs.HP_MAX, // 减hp -> 最大生命值
[DBuff.DEAP]: Attrs.AP, // 减atk -> 攻击力
[DBuff.DEMGP]: Attrs.MAP, // 减魔法 -> 魔法攻击力
[DBuff.BACK]: Attrs.KNOCKBACK, // 击退 -> 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
};
const attrField = debuffAttrMap[debuffType];
// 如果映射不存在,打印警告信息(方便开发调试)
if (attrField === undefined) {
console.warn(`[SkillSet] 未知的 DBuff 类型: ${debuffType},请在 getAttrFieldFromDebuff 添加映射关系或放入 stateDebuffSet`);
return -1;
}
return attrField;
};
export enum BType {
VALUE=0, //数值型
RATIO=1 //百分比型
}
/*
=== 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
deV: number; // 效果值
deC: number; // 持续时间
deR: number; // 触发概率
}
export interface BuffConf {
buff:Attrs;
BType:BType
buV:number;
buC:number;
buR:number;
}
// 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"
},
};