refactor(monster): 统一怪物与英雄的数值设定体系
1. 重构怪物配置,使用HERO_ROLE_BASE作为基础属性基准,通过card_lv应用品质系数 2. 新增怪物设计原则文档,明确数值平衡与成长逻辑 3. 修复Mon.ts中怪物属性计算,适配新的品质缩放规则与12级职业属性加成 4. 更新UI预制体的属性图标与文字显示,适配新的属性展示逻辑
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@@ -1,4 +1,4 @@
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import { v3 } from "cc"
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import { v3 } from "cc"
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import { BoxSet, FacSet, FightSet } from "./GameSet"
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import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
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import { BuffList, BuffConfig, ModOp } from "./BuffSet"
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@@ -736,77 +736,74 @@ export const HeroInfo: Record<number, heroInfo> = {
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/*
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*=============怪物配置列表================
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* 性能基准:1 级怪物与 1 级英雄单体性能持平 ——
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* 近战怪基准 hp300/ap22/cd1.20,远程怪基准 hp160/ap28/cd1.20,
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* 重型/Boss 以更高 hp 换取更低 DPS,承担"墙"与"压场"定位。
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* 怪物与英雄采用同一套设定体系:基础值 = HERO_ROLE_BASE[role],品质(card_lv)
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* 相邻基础属性差 5%,成长系数走 HERO_GROW_COEF[grow_type]。
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* 怪物普攻统一使用 SkillSet 基础单体攻击(6001~6012 段),
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* 并通过 overrides.ap=100 显式声明伤害为攻击力的 100%。
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* 运行时最终属性 = 本表基础值 × RogueConfig.MON_HP_MUL / MON_AP_MUL
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* (Boss 额外 × BOSS_HP_BONUS_MUL),校准目标:整场战斗双方对砍 ≈ 30s。
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* 怪物按等级成长由后续肉鸽配置驱动,当前配置承担"职业基准 + 品质差异"的静态表达。
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*/
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// 基础怪物 (全部固定点位站桩攻击,HType仅决定是前排还是后排)
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// 前排怪物 — 近战镜像 1 级英雄基准(hp300/ap22/cd1.20),变体微分定位
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// 前排怪物 — 战士系基准(Warrior 模板),变体按品质微分定位
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6001: {
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uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 22, def: 20, speed: 70,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "基础前排怪, 与1级近战英雄持平"
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uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, card_lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, monType: MonType.Melee, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def, speed: 70,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "基础前排怪, 战士系基准"
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},
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6002: {
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uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 340, ap: 26, def: 25, speed: 110,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
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uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, card_lv: 2, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, monType: MonType.Melee, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def, speed: 110,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "进阶前排怪, 品质2更快更痛"
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},
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6003: {
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uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 800, ap: 14, def: 60, speed: 50,
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uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, card_lv: 2, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, monType: MonType.Heavy, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def, speed: 50,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "重型坦克怪, 高HP低攻承伤位"
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},
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// 后排怪物 — 远程镜像 1 级法师基准(hp160/ap28/cd1.20),变体微分定位
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// 后排怪物 — 射手/刺客/法系基准,变体按品质微分定位
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6004: {
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uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 160, ap: 28, def: 8, speed: 70,
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skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "后排输出怪, 与1级远程英雄持平"
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uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, card_lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, monType: MonType.Long, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def, speed: 70,
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skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "后排输出怪, 射手系基准"
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},
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6005: {
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uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 130, ap: 26, def: 5, speed: 130,
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uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, card_lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Assassin, monType: MonType.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap, def: HERO_ROLE_BASE[HRole.Assassin].def, speed: 130,
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skills: { 6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, info: "高攻速低HP刺客"
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},
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// 特殊位怪物
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6006: {
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uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 900, ap: 20, def: 40, speed: 60,
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uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, card_lv: 3, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, monType: MonType.MeleeBoss, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def, speed: 60,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "前排MiniBoss级坦克"
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},
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6007: {
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uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 240, ap: 18, def: 10, speed: 70,
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uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, card_lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, monType: MonType.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def, speed: 70,
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skills: { 6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, info: "后排辅助法师怪"
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},
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6008: {
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uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 220, ap: 24, def: 10, speed: 70,
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uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, card_lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, monType: MonType.Summoner, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def, speed: 70,
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skills: { 6010: { uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, info: "后排召唤系法师怪"
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},
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// BOSS怪物 — 本表 hp/ap 仅作外观/技能档位参考,运行时面板由 RogueConfig 的
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// BOSS_BASE_HP / BOSS_BASE_AP(初始英雄 2 倍强度)统一决定,不读取本表数值
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// BOSS怪物 — 与英雄同一套设定(role 模板 + 品质系数),高品质承伤/输出位
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6101: {
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uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1200, ap: 24, def: 45, speed: 120,
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uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, card_lv: 4, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, monType: MonType.MeleeBoss, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def, speed: 120,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "前排Boss, 攻速型"
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},
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6102: {
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uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1500, ap: 18, def: 55, speed: 60,
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uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, card_lv: 5, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, monType: MonType.MeleeBoss, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def, speed: 60,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "前排Boss, 超高HP"
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},
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6103: {
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uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 28, def: 25, speed: 110,
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uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, card_lv: 4, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, monType: MonType.LongBoss, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def, speed: 110,
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skills: { 6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, info: "后排法系Boss"
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},
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6104: {
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uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1100, ap: 24, def: 25, speed: 70,
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uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, card_lv: 4, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, monType: MonType.LongBoss, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def, speed: 70,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "后排位Boss, 均衡型"
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},
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6105: {
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uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 30, def: 20, speed: 110,
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uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, card_lv: 5, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, monType: MonType.LongBoss, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def, speed: 110,
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skills: { 6011: { uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2, timed_buff_id: 7002 } } }, info: "后排高AP Boss"
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},
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6106: {
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uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1800, ap: 20, def: 60, speed: 130,
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uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, card_lv: 5, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, monType: MonType.MeleeBoss, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def, speed: 130,
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skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0, overrides: { ap: 100 } } }, info: "前排终极Boss, 最高HP+高速"
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},
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@@ -301,6 +301,16 @@ revive[0]:无
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> 本批复刻英雄直接占用 5001\~5009 段位(按用户要求从 5001 起连续编号,不遵循 card\_lv 段位规则),已在 [heroSet.ts](./heroSet.ts) 落地。
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## 怪物设计原则
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怪物与英雄采用同一套设定体系:
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- **基础值与品质**:基础属性取 `HERO_ROLE_BASE[role]`,`card_lv` 决定品质(相邻品质基础属性差 5%,仅作用 lv1 初始 AP/HP/DEF)
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- **成长系数**:走 `HERO_GROW_COEF[grow_type]`(含 hp/ap/def),与英雄一致
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- **数值平衡**:怪物与英雄仅通过**品质差异**(`card_lv`)拉开数值,高难波次用更高 `card_lv` 的怪物变体承担压场
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- **Boss**:同体系,通过高 `card_lv`(4/5)实现承伤/输出压制
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- **成长驱动**:怪物按等级成长由后续肉鸽配置驱动;当前配置承担“职业基准 + 品质差异”的静态表达,运行时按品质系数缩放基础值
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## 配置检查清单
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- [ ] `skills` 引用的 uuid 在 SkillSet 中存在,`overrides.ap` 显式写出
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@@ -3,7 +3,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, resolveTriggerByLv, resolveReviveByLv, resolveSkillOverrides, HeroDisVal } from "../common/config/heroSet";
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import { HeroInfo, resolveTriggerByLv, resolveReviveByLv, resolveSkillOverrides, HeroDisVal, getHeroQualityCoef, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { MoveComp } from "./MoveComp";
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@@ -167,16 +167,25 @@ export class Monster extends ecs.Entity {
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// 视图层参数:朝向与碰撞阵营
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view.scale = scale;
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view.box_group = BoxSet.MONSTER;
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// 模型层参数:身份、阵营、基础数值
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// 模型层参数:身份、阵营、基础数值(基础值按品质系数缩放,与英雄同一套设定)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.hp = model.hp_max = hero.hp;
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model.ap = hero.ap;
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const coef = getHeroQualityCoef(hero.card_lv ?? 1);
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model.hp = model.hp_max = Math.round(hero.hp * coef);
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model.ap = Math.round(hero.ap * coef);
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// TODO: 局外升级机制落地后,此处基础值将与存档强化累加重算
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model.defense = hero.def;
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model.defense = Math.round(hero.def * coef);
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model.speed = hero.speed ?? 800;
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model.type = hero.type;
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model.fac = FacSet.MON;
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// lv12 职业属性专项:按 11 级当前有效值追加 50%(怪物无局内升级,初始超档直接补齐)
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if (mon_lv >= 12 && hero.role) {
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const sp = HERO_LV12_SPECIAL_ATTR[hero.role];
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// 怪物成长由 RogueConfig 按系数全局缩放,lv11 有效值此处按品质系数后的基础值近似
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if (sp === "ap") model.ap = Math.round(model.ap * 1.5);
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else if (sp === "hp") { model.hp = Math.round(model.hp * 1.5); model.hp_max = model.hp; }
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else model.defense = Math.round(model.defense * 1.5);
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}
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// 攻击距离:配置优先;未配置按攻击定位取默认值(近战100 / 中程300 / 远程450)
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model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
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model.posIndex = laneIndex;
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