refactor(配置): 重构游戏属性配置系统
- 新增AttrSet.ts文件集中管理属性配置 - 在TalSet.ts中添加天赋图标字段并优化注释 - 删除旧的TDLevelOptions.ts配置系统
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28
assets/script/game/common/config/AttrSet.ts
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28
assets/script/game/common/config/AttrSet.ts
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@@ -0,0 +1,28 @@
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import { Attrs } from "./HeroAttrs";
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export interface AttrInfo {
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uuid: number;
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icon:string; // 属性图标
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attr: Attrs; // 属性类型
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value: number;// 属性值
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showValue: number;// 显示值
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desc: string;// 属性描述
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isSpecial: boolean;// 是否为特殊属性
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note?: string;// 属性备注
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}
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export const AttrCards: Record<number, AttrInfo> = {
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2001:{uuid:2001, icon:"2001", attr: Attrs.AP, value: 16.5, showValue: 16.5, desc: "攻击力 +16.5", isSpecial: false, note: "常规强化" },
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2002:{uuid:2002, icon:"2001", attr: Attrs.HP_MAX, value: 110, showValue: 110, desc: "生命上限 +110", isSpecial: false, note: "常规强化" },
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2003:{uuid:2003, icon:"2001", attr: Attrs.DEF, value: 5.5, showValue: 5.5, desc: "防御力 +5.5", isSpecial: false, note: "常规强化" },
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2004:{uuid:2004, icon:"2001", attr: Attrs.AS, value: 5.25, showValue: 5.25, desc: "攻击速度 +5.25%", isSpecial: false, note: "常规强化" },
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2005:{uuid:2005, icon:"2001", attr: Attrs.PUNCTURE, value: 1, showValue: 1, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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2006:{uuid:2006, icon:"2001", attr: Attrs.CRITICAL, value: 14, showValue: 14, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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2007:{uuid:2007, icon:"2001", attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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2008:{uuid:2008, icon:"2001", attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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2009:{uuid:2009, icon:"2001", attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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2010:{uuid:2010, icon:"2001", attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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2011:{uuid:2011, icon:"2001", attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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2012:{uuid:2012, icon:"2001", attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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2013:{uuid:2013, icon:"2001", attr: Attrs.LIFESTEAL, value: 10, showValue: 10, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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2014:{uuid:2014, icon:"2001", attr: Attrs.MANASTEAL, value: 10, showValue: 10, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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}
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0
assets/script/game/common/config/CardSet.ts
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0
assets/script/game/common/config/CardSet.ts
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@@ -1,215 +0,0 @@
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import { Attrs } from "./HeroAttrs";
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import { ItalConf, talConf } from "./TalSet";
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export interface ITDLevelOption {
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attr: Attrs;
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value: number;
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showValue: number;
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weight: number;
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desc: string;
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isSpecial: boolean;
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note?: string;
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}
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// 静态生成的 1-20 级强化池配置表
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export const LEVEL_OPTIONS_TABLE: Record<number, ITDLevelOption[]> = {
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1: [
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{ attr: Attrs.AP, value: 15, showValue: 15, weight: 100, desc: "攻击力 +15", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 100, showValue: 100, weight: 100, desc: "生命上限 +100", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 5, showValue: 5, weight: 100, desc: "防御力 +5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 5, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" },
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],
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2: [
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{ attr: Attrs.AP, value: 16.5, showValue: 16.5, weight: 100, desc: "攻击力 +16.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 110, showValue: 110, weight: 100, desc: "生命上限 +110", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 5.5, showValue: 5.5, weight: 100, desc: "防御力 +5.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 5.25, showValue: 5.25, weight: 100, desc: "攻击速度 +5.25%", isSpecial: false, note: "常规强化" },
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],
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3: [
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{ attr: Attrs.PUNCTURE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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4: [
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{ attr: Attrs.AP, value: 19.5, showValue: 19.5, weight: 100, desc: "攻击力 +19.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 130, showValue: 130, weight: 100, desc: "生命上限 +130", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 6.5, showValue: 6.5, weight: 100, desc: "防御力 +6.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 5.75, showValue: 5.75, weight: 100, desc: "攻击速度 +5.75%", isSpecial: false, note: "常规强化" },
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],
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5: [
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// 无强化等级
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],
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6: [
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{ attr: Attrs.PUNCTURE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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7: [
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{ attr: Attrs.AP, value: 24, showValue: 24, weight: 100, desc: "攻击力 +24", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 160, showValue: 160, weight: 100, desc: "生命上限 +160", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 8, showValue: 8, weight: 100, desc: "防御力 +8", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 6.5, showValue: 6.5, weight: 100, desc: "攻击速度 +6.5%", isSpecial: false, note: "常规强化" },
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],
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8: [
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{ attr: Attrs.AP, value: 25.5, showValue: 25.5, weight: 100, desc: "攻击力 +25.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 170, showValue: 170, weight: 100, desc: "生命上限 +170", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 8.5, showValue: 8.5, weight: 100, desc: "防御力 +8.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 6.75, showValue: 6.75, weight: 100, desc: "攻击速度 +6.75%", isSpecial: false, note: "常规强化" },
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],
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9: [
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{ attr: Attrs.PUNCTURE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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10: [
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// 无强化等级
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],
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11: [
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{ attr: Attrs.AP, value: 30, showValue: 30, weight: 100, desc: "攻击力 +30", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 200, showValue: 200, weight: 100, desc: "生命上限 +200", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 10, showValue: 10, weight: 100, desc: "防御力 +10", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 7.5, showValue: 7.5, weight: 100, desc: "攻击速度 +7.5%", isSpecial: false, note: "常规强化" },
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],
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12: [
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{ attr: Attrs.PUNCTURE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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13: [
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{ attr: Attrs.AP, value: 33, showValue: 33, weight: 100, desc: "攻击力 +33", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 220, showValue: 220, weight: 100, desc: "生命上限 +220", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 11, showValue: 11, weight: 100, desc: "防御力 +11", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 8, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" },
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],
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14: [
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{ attr: Attrs.AP, value: 34.5, showValue: 34.5, weight: 100, desc: "攻击力 +34.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 230, showValue: 230, weight: 100, desc: "生命上限 +230", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 11.5, showValue: 11.5, weight: 100, desc: "防御力 +11.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 8.25, showValue: 8.25, weight: 100, desc: "攻击速度 +8.25%", isSpecial: false, note: "常规强化" },
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],
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15: [
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// 无强化等级
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],
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16: [
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{ attr: Attrs.AP, value: 37.5, showValue: 37.5, weight: 100, desc: "攻击力 +37.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 250, showValue: 250, weight: 100, desc: "生命上限 +250", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 12.5, showValue: 12.5, weight: 100, desc: "防御力 +12.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 8.75, showValue: 8.75, weight: 100, desc: "攻击速度 +8.75%", isSpecial: false, note: "常规强化" },
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],
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17: [
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{ attr: Attrs.AP, value: 39, showValue: 39, weight: 100, desc: "攻击力 +39", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 260, showValue: 260, weight: 100, desc: "生命上限 +260", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 13, showValue: 13, weight: 100, desc: "防御力 +13", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 9, showValue: 9, weight: 100, desc: "攻击速度 +9%", isSpecial: false, note: "常规强化" },
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],
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18: [
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{ attr: Attrs.PUNCTURE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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19: [
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{ attr: Attrs.AP, value: 42, showValue: 42, weight: 100, desc: "攻击力 +42", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 280, showValue: 280, weight: 100, desc: "生命上限 +280", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 14, showValue: 14, weight: 100, desc: "防御力 +14", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 9.5, showValue: 9.5, weight: 100, desc: "攻击速度 +9.5%", isSpecial: false, note: "常规强化" },
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],
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20: [
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// 无强化等级
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],
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};
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/**
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* 获取指定等级的随机选项
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*/
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export const getNormalBuffs = (level: number, count: number = 4): ITDLevelOption[] => {
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const pool = LEVEL_OPTIONS_TABLE[level];
|
||||
if (!pool || pool.length === 0) return [];
|
||||
|
||||
const result: ITDLevelOption[] = [];
|
||||
const tempPool = [...pool];
|
||||
|
||||
// 1. 根据权重进行随机抽样,直到选满 count 个或池子抽空
|
||||
while (result.length < count && tempPool.length > 0) {
|
||||
const totalWeight = tempPool.reduce((sum, item) => sum + item.weight, 0);
|
||||
let randomVal = Math.random() * totalWeight;
|
||||
|
||||
for (let j = 0; j < tempPool.length; j++) {
|
||||
randomVal -= tempPool[j].weight;
|
||||
if (randomVal <= 0) {
|
||||
result.push(tempPool[j]);
|
||||
tempPool.splice(j, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 即使选出的数量正好是4个(比如常规等级),也必须进行最后的随机排序
|
||||
// 使用 Fisher-Yates 洗牌算法
|
||||
for (let i = result.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[result[i], result[j]] = [result[j], result[i]];
|
||||
}
|
||||
|
||||
return result;
|
||||
};
|
||||
|
||||
// 天赋获取等级
|
||||
export const TALENT_LEVELS = [5, 10, 15, 20];
|
||||
|
||||
/**
|
||||
* 获取天赋选项(从天赋池中随机抽取)
|
||||
* @param count 选项数量,默认4个
|
||||
*/
|
||||
export const getTalentBuffs = (count: number = 4): ItalConf[] => {
|
||||
// 获取所有天赋列表
|
||||
const allTalents = Object.values(talConf);
|
||||
|
||||
if (allTalents.length === 0) return [];
|
||||
|
||||
const result: ItalConf[] = [];
|
||||
const tempPool = [...allTalents];
|
||||
|
||||
// 随机抽取指定数量
|
||||
while (result.length < count && tempPool.length > 0) {
|
||||
const index = Math.floor(Math.random() * tempPool.length);
|
||||
result.push(tempPool[index]);
|
||||
tempPool.splice(index, 1);
|
||||
}
|
||||
|
||||
return result;
|
||||
};
|
||||
@@ -65,9 +65,10 @@ export enum TalAttrs {
|
||||
export interface ItalConf {
|
||||
uuid: number; // 天赋ID
|
||||
name: string; // 天赋名称
|
||||
triType: TriType;
|
||||
target: TalTarget;
|
||||
effet: TalEffet;
|
||||
icon:string; // 天赋图标
|
||||
triType: TriType; // 天赋触发类型
|
||||
target: TalTarget; // 天赋触发目标
|
||||
effet: TalEffet; // 天赋触发效果
|
||||
vType:BType; //数值型还是百分比型
|
||||
value: number; // 触发的效果值(如增加10%攻击力, 触发的技能uuid,增加1个技能uuid)
|
||||
attrs?:TalAttrs //触发的attrs效果的对应attrs
|
||||
@@ -94,44 +95,43 @@ export interface ItalConf {
|
||||
*/
|
||||
export const talConf: Record<number, ItalConf> = {
|
||||
/*** 普通攻击触发 ***/
|
||||
7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
7001:{uuid:7001,name:"风怒",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"},
|
||||
|
||||
7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
|
||||
7003:{uuid:7003,name:"回血",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击3次后, 会回复1%的生命值"},
|
||||
7004:{uuid:7004,name:"回血(大)",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:2,attrs:TalAttrs.NON,
|
||||
7004:{uuid:7004,name:"回血(大)",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:2,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击5次后, 会回复2%的生命值"},
|
||||
7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE,
|
||||
7005:{uuid:7005,name:"冰冻",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的冻结率"},
|
||||
7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.SILENCE_CHANCE,
|
||||
7006:{uuid:7006,name:"沉默",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.SILENCE_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的沉默率"},
|
||||
7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.BACK_CHANCE,
|
||||
7007:{uuid:7007,name:"击退",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.BACK_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的击退率"},
|
||||
7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.CRITICAL,
|
||||
7008:{uuid:7008,name:"会心",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.CRITICAL,
|
||||
desc:"普通攻击3次后, 获得5%的暴击率"},
|
||||
7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.STUN_CHANCE,
|
||||
7009:{uuid:7009,name:"眩晕",icon:"7001",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.STUN_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的眩晕率"},
|
||||
7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,count:1,target:TalTarget.SELF,effet:TalEffet.D_SKILL,vType:BType.RATIO, value:0,attrs:TalAttrs.NON,
|
||||
7010:{uuid:7010,name:"熟练",icon:"7001",triType:TriType.ATK,Trigger:10,count:1,target:TalTarget.SELF,effet:TalEffet.D_SKILL,vType:BType.RATIO, value:0,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"},
|
||||
|
||||
/*** 受伤触发 ***/
|
||||
7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.ATK_DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
7101:{uuid:7101,name:"反击",icon:"7001",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.ATK_DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
desc:"被攻击3次后, 给于目标50%的伤害"},
|
||||
7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:30,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
|
||||
7102:{uuid:7102,name:"护盾",icon:"7001",triType:TriType.DMG,Trigger:30,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
|
||||
desc:"被攻击30次后, 获得20%的生命值护盾"},
|
||||
7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DEF,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
7103:{uuid:7103,name:"减伤",icon:"7001",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DEF,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
desc:"被攻击3次后, 下1次伤害减50%"},
|
||||
7104:{uuid:7104,name:"反伤",triType:TriType.DMG,Trigger:100,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.VALUE, value:1,attrs:TalAttrs.REVIVE_COUNT,
|
||||
7104:{uuid:7104,name:"反伤",icon:"7001",triType:TriType.DMG,Trigger:100,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.VALUE, value:1,attrs:TalAttrs.REVIVE_COUNT,
|
||||
desc:"被攻击100次后, 获得1次复活"},
|
||||
|
||||
/*** 失去血量触发 ***/
|
||||
7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,count:10,target:TalTarget.SELF,effet:TalEffet.C_ATK,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
7201:{uuid:7201,name:"背水",icon:"7001",triType:TriType.HPL,Trigger:50,count:10,target:TalTarget.SELF,effet:TalEffet.C_ATK,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
desc:"每失去50%生命值,获得下10次普通攻击暴击"},
|
||||
|
||||
/*** 升级触发 ***/
|
||||
7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,count:5,target:TalTarget.SELF,effet:TalEffet.C_SKILL,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
7301:{uuid:7301,name:"勤勉",icon:"7001",triType:TriType.LUP,Trigger:1,count:5,target:TalTarget.SELF,effet:TalEffet.C_SKILL,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
desc:"每升1级,获得下5次技能必暴击"},
|
||||
7302:{uuid:7302,name:"风怒",triType:TriType.LUP,Trigger:1,count:1,target:TalTarget.SELF,effet:TalEffet.ATTR,vType:BType.RATIO, value:2,attrs:TalAttrs.WFUNY,
|
||||
7302:{uuid:7302,name:"风怒",icon:"7001",triType:TriType.LUP,Trigger:1,count:1,target:TalTarget.SELF,effet:TalEffet.ATTR,vType:BType.RATIO, value:2,attrs:TalAttrs.WFUNY,
|
||||
desc:"每升1级,永久增加2%的风怒概率"},
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user