feat(技能): 新增驻场技能系统并集成到游戏机制中

- 在英雄配置中增加驻场技能字段,支持八种全局加成类型
- 实现驻场技能数值计算,影响召唤/死亡/战斗开始结束技能触发次数
- 集成驻场技能到金币收益系统,提升每回合和卖出英雄的金币获取
- 为战斗结束治疗添加驻场技能加成,增强队伍恢复效果
This commit is contained in:
walkpan
2026-04-22 23:14:07 +08:00
parent 8df4d5169a
commit 100a520df1
8 changed files with 138 additions and 28 deletions

View File

@@ -299,3 +299,33 @@ export const SkillSet: Record<number, SkillConfig> = {
};
export enum FieldSkillType {
SummonCount = 1, // 召唤触发技能次数提升
DeadCount = 2, // 死亡触发技能次数提升
StartCount = 3, // 战斗开始触发技能次数提升
EndCount = 4, // 战斗结束触发技能次数提升
WaveGold = 5, // 每回合金币收益提升
SellGold = 6, // 卖出英雄金币提升
WaveHeal = 7, // 战斗结束生命回复量提升
HeroAtk = 8, // 英雄攻击力加成
}
export interface FieldSkillConfig {
uuid: number;
name: string;
type: FieldSkillType;
value: number; // 提升的数值
info: string;
}
export const FieldSkillSet: Record<number, FieldSkillConfig> = {
7001: { uuid: 7001, name: "召唤精通", type: FieldSkillType.SummonCount, value: 1, info: "场上所有友方召唤触发技能触发次数+1" },
7002: { uuid: 7002, name: "亡灵统御", type: FieldSkillType.DeadCount, value: 1, info: "场上所有友方死亡触发技能触发次数+1" },
7003: { uuid: 7003, name: "先发制人", type: FieldSkillType.StartCount, value: 1, info: "场上所有友方战斗开始触发技能触发次数+1" },
7004: { uuid: 7004, name: "余音绕梁", type: FieldSkillType.EndCount, value: 1, info: "场上所有友方战斗结束触发技能触发次数+1" },
7005: { uuid: 7005, name: "理财专家", type: FieldSkillType.WaveGold, value: 10, info: "每回合结束时金币收益提升10" },
7006: { uuid: 7006, name: "商业大亨", type: FieldSkillType.SellGold, value: 5, info: "卖出英雄时金币收益提升5" },
7007: { uuid: 7007, name: "神圣恢复", type: FieldSkillType.WaveHeal, value: 0.3, info: "战斗结束时全队恢复效果+30%" },
7008: { uuid: 7008, name: "战鼓激昂", type: FieldSkillType.HeroAtk, value: 0.2, info: "场上所有友方攻击力提升20%" },
};

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@@ -67,6 +67,7 @@ export interface heroInfo {
dead?:number[]; // 死亡后触发的技能uuid列表
fstart?:number[]; // 战斗开始时释放的技能uuid列表
fend?:number[]; // 战斗结束时释放的技能uuid列表
field?:number[]; // 驻场技能uuid列表英雄在场时对全局生效
atking?:{s_uuid:number, t_num:number}[]; // 普通攻击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的普攻次数
atked?:{s_uuid:number, t_num:number}[]; // 受击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的受击次数
// dis: number; // 攻击距离(像素)