feat(gameplay): 调整备战期经济和卡牌配置

- 将备战期金币奖励改为固定25(从第2波开始),移除随波次增长逻辑
- 提高初始金币至11,降低英雄最高等级至1
- 统一卡牌成本为10,简化经济系统
This commit is contained in:
walkpan
2026-04-23 22:27:33 +08:00
parent d97e3d8cb9
commit 42d1ca5bd5
2 changed files with 36 additions and 38 deletions

View File

@@ -51,7 +51,7 @@ export const CardsUpSet: Record<number, number> = {
} }
/**初始coin数 */ /**初始coin数 */
export const CardInitCoins = 4 export const CardInitCoins = 11
/** 卡池升级每波减免金额 */ /** 卡池升级每波减免金额 */
export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10 export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
/** 卡池默认初始等级 */ /** 卡池默认初始等级 */
@@ -59,39 +59,39 @@ export const CARD_POOL_INIT_LEVEL = CardLV.LV1
/** 卡池等级上限 */ /** 卡池等级上限 */
export const CARD_POOL_MAX_LEVEL = CardLV.LV3 export const CARD_POOL_MAX_LEVEL = CardLV.LV3
/** 英雄最高等级限制 */ /** 英雄最高等级限制 */
export const CARD_HERO_MAX_LEVEL = 2 export const CARD_HERO_MAX_LEVEL = 1
/** 基础卡池(英雄、技能、功能) */ /** 基础卡池(英雄、技能、功能) */
export const CardPoolList: CardConfig[] = [ export const CardPoolList: CardConfig[] = [
{ uuid: 5001, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5001, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5101, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5101, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5201, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5201, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5301, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5301, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5003, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5003, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5102, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5102, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5302, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5302, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5002, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5002, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5103, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5103, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5202, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5202, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5004, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5004, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5104, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5104, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5303, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5303, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5105, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5105, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 },
{ uuid: 5304, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5304, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 },
// 技能卡牌 (以增益/辅助为主,因为在备战期没有敌人) // 技能卡牌 (以增益/辅助为主,因为在备战期没有敌人)
{ uuid: 6401, type: CardType.Skill, cost: 2, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体攻击", info: "随机1个友方+5攻击", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6401, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体攻击", info: "随机1个友方+5攻击", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6402, type: CardType.Skill, cost: 2, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体生命", info: "随机1个友方+20最大生命值", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6402, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体生命", info: "随机1个友方+20最大生命值", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6403, type: CardType.Skill, cost: 3, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体全能", info: "随机1个友方+2攻击,+10最大生命值", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6403, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "单体全能", info: "随机1个友方+2攻击,+10最大生命值", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6404, type: CardType.Skill, cost: 4, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "群体攻击", info: "随机3个友方+2攻击", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6404, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: "群体攻击", info: "随机3个友方+2攻击", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6405, type: CardType.Skill, cost: 4, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: "群体生命", info: "随机3个友方+10最大生命值", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6405, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: "群体生命", info: "随机3个友方+10最大生命值", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6406, type: CardType.Skill, cost: 5, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: "群体全能", info: "为随机3个友方单位增加攻击力和生命上限", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6406, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: "群体全能", info: "为随机3个友方单位增加攻击力和生命上限", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6304, type: CardType.Skill, cost: 3, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: "神圣治疗", info: "恢复场上随机3个友方单位的生命值", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6304, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: "神圣治疗", info: "恢复场上随机3个友方单位的生命值", is_inst: true, t_times: 1, t_inv: 0 },
{ uuid: 6305, type: CardType.Skill, cost: 4, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: "群体护盾", info: "随机3个友方获得2次伤害免疫", is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6305, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: "群体护盾", info: "随机3个友方获得2次伤害免疫", is_inst: true, t_times: 1, t_inv: 0 },
// { uuid: 7101, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card }, // { uuid: 7101, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card },
// { uuid: 7102, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card }, // { uuid: 7102, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card },

View File

@@ -83,12 +83,12 @@ export class MissionComp extends CCComp {
private maxMonsterCount: number = 5; private maxMonsterCount: number = 5;
/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */ /** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
private resumeMonsterCount: number = 3; private resumeMonsterCount: number = 3;
/** 新一波金币奖励基础值 */ /** 新一波金币奖励基础值(现已固定,不再随波次增长) */
private prepareBaseCoinReward: number = 100; private prepareBaseCoinReward: number = 25;
/** 每一波金币增长值 */ /** 每一波金币增长值固定收益设为0 */
private prepareCoinWaveGrow: number = 1; private prepareCoinWaveGrow: number = 0;
/** 金币奖励上限 */ /** 金币奖励上限(固定收益,此值不再生效) */
private prepareCoinRewardCap: number = 500; private prepareCoinRewardCap: number = 100;
/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */ /** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级第20波升到3级" }) @property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级第20波升到3级" })
cardPoolUpgradeWaves: number[] = [5, 10]; cardPoolUpgradeWaves: number[] = [5, 10];
@@ -712,19 +712,17 @@ export class MissionComp extends CCComp {
} }
/** /**
* 按波数发放金币奖励 * 按波数发放固定金币奖励(外加技能加成)。
* reward = min(cap, base + (wave - 1) × grow) * 第1波不发放使用初始金币从第2波起发放。
* 仅在波数首次到达时发放,防止重复。 * 仅在波数首次到达时发放,防止重复。
* *
* @param wave 当前波数 * @param wave 当前波数
*/ */
private grantPrepareCoinByWave(wave: number) { private grantPrepareCoinByWave(wave: number) {
if (wave <= 0) return; if (wave <= 1) return;
if (wave <= this.lastPrepareCoinWave) return; if (wave <= this.lastPrepareCoinWave) return;
const base = Math.max(0, Math.floor(this.prepareBaseCoinReward));
const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow)); let reward = Math.max(0, Math.floor(this.prepareBaseCoinReward));
const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap));
let reward = Math.min(cap, base + (wave - 1) * grow);
// 增加驻场技能金币收益 // 增加驻场技能金币收益
const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold); const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);