refactor(hero): 重构技能触发与属性系统,使用运行时解析缓存

1. 重构英雄属性组件,将静态配置与运行时缓存分离,新增runtime_前缀的运行时解析字段
2. 移除旧的evolve进化配置处理逻辑,改为通过等级解析器动态获取当前等级生效的技能与属性
3. 统一怪物与英雄的技能触发逻辑,均使用运行时缓存字段
4. 更新测试模式配置结构,适配新的分组+等级数组配置格式
5. 优化技能描述生成逻辑,支持新的等级配置结构
This commit is contained in:
pan
2026-08-04 16:46:59 +08:00
parent d0971ff72c
commit 57c7934571
10 changed files with 561 additions and 489 deletions

View File

@@ -23,12 +23,12 @@
* 字段结构一致天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
*
* 依赖:
* - heroSet :SkillTriggerName、SkillTriggerType、HeroEvolve
* - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
* - SkillDescSet:结构化描述模板
* - FieldSkillSet驻场技能、BuffList计时 buff 默认值兜底、Attrs属性枚举
*/
import { HeroEvolve, SkillTriggerName, SkillTriggerType } from "./heroSet";
import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv } from "./heroSet";
import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
import { BuffList } from "./BuffSet";
@@ -37,21 +37,22 @@ import { CardConfig } from "./CardSet";
/**
* 生成器入参窄接口:只约束实际读取的字段。
* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致,天然都满足此接口。
* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致(均为分组 + lv 数组),天然都满足此接口。
*/
export interface ISkillDescSource {
/** 当前等级(用于计算 revive 实际复活次数、evolve 累计加成;静态 heroInfo 恒为 1 */
/** 当前等级(用于 resolve 触发技能/光环/复活取档;静态 heroInfo 恒为 1 */
lv?: number;
call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
field?: number[];
revive?: { s_uuid: number; r_num: number; upr: number };
/** 等级进化配置heroInfo 自带HeroAttrsComp 记录快照),用于累计 ap/hp 额外加成文案 */
evolve?: Record<number, HeroEvolve>;
call?: TriggerGrouped;
dead?: TriggerGrouped;
fstart?: TriggerGrouped;
fend?: TriggerGrouped;
atking?: TriggerGrouped;
atked?: TriggerGrouped;
field?: LvFieldEntry[];
revive?: LvReviveEntry[];
/** 额外攻击/生命加成(按 lv 累加,用于成长文案 */
ap_bonus?: LvBonusEntry[];
hp_bonus?: LvBonusEntry[];
}
/**
@@ -230,11 +231,11 @@ function buildFieldLine(head: string, uuid: number, showName: boolean = true): I
* 复活次数 = r_num + floor((lv - 1) * upr);回血百分比 = SkillSet[s_uuid].ap
*/
function buildReviveLine(source: ISkillDescSource, showName: boolean = true): ISkillLine | null {
const revive = source.revive;
const lv = Math.max(1, source.lv ?? 1);
const revive = resolveReviveByLv(source.revive, lv);
if (!revive) return null;
const base = SkillSet[revive.s_uuid];
if (!base) return null;
const lv = Math.max(1, source.lv ?? 1);
const maxCount = revive.r_num + Math.floor((lv - 1) * revive.upr);
const hpPct = base.ap ?? 0;
const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活";
@@ -247,18 +248,16 @@ function buildReviveLine(source: ISkillDescSource, showName: boolean = true): IS
};
}
/** evolve 额外属性加成ap/hp累计结构化行高亮累计数值 */
/** 额外属性加成ap/hp累计结构化行高亮累计数值 */
function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
const evolve = source.evolve;
if (!evolve) return [];
const lv = Math.max(1, source.lv ?? 1);
let apTotal = 0;
let hpTotal = 0;
for (let elv = 2; elv <= lv; elv++) {
const evo = evolve[elv];
if (!evo) continue;
apTotal += evo.ap_bonus ?? 0;
hpTotal += evo.hp_bonus ?? 0;
if (source.ap_bonus) {
for (const e of source.ap_bonus) { if (e.lv <= lv) apTotal += e.value; }
}
if (source.hp_bonus) {
for (const e of source.hp_bonus) { if (e.lv <= lv) hpTotal += e.value; }
}
const lines: ISkillLine[] = [];
if (apTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" });
@@ -267,17 +266,19 @@ function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
}
/**
* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + evolve 加成)。
* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + 额外加成)。
* 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。
* @param showName 是否在行中包含「技能名」片段(英雄盒面板传 false 隐藏技能名)
*/
function buildSkillLines(source: ISkillDescSource, showName: boolean = true): ISkillLine[] {
const lines: ISkillLine[] = [];
const lv = Math.max(1, source.lv ?? 1);
// ---- 6 种标准触发技能 ----
// ---- 6 种标准触发技能(按当前等级 resolve 后遍历) ----
for (const key of TRIGGER_KEYS) {
const arr = source[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined;
if (!arr?.length) continue;
const grouped = source[key] as TriggerGrouped | undefined;
const arr = resolveTriggerByLv(grouped, lv);
if (!arr.length) continue;
// 触发类型简称(召唤/亡语/起手/生息/进击/受击)
const name = SkillTriggerName[key] ?? key;
// 仅进击/受击带触发次数,拼为"×n";其余简称直接用
@@ -293,7 +294,7 @@ function buildSkillLines(source: ISkillDescSource, showName: boolean = true): IS
}
// ---- 驻场光环field查 FieldDescSet 结构化渲染value 数值高亮 ----
const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined;
const fieldUuids = resolveFieldByLv(source[SkillTriggerType.Field] as LvFieldEntry[] | undefined, lv);
if (fieldUuids?.length) {
const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
for (const uuid of fieldUuids) {

View File

@@ -161,18 +161,19 @@ export interface heroInfo {
monType?: MonType; // 怪物专属类型
hp: number; // 生命值上限
ap: number; // 攻击力
[SkillTriggerType.Call]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 召唤后触发的技能配置
[SkillTriggerType.Dead]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 死亡后触发的技能配置
[SkillTriggerType.FStart]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 战斗开始时释放的技能配置
[SkillTriggerType.FEnd]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 战斗结束时释放的技能配置
[SkillTriggerType.Field]?: number[]; // 驻场技能uuid列表英雄在场时对全局生效
[SkillTriggerType.Atking]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 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
[SkillTriggerType.Atked]?: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[]; // 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
[SkillTriggerType.Revive]?: { s_uuid: number, r_num: number, upr: number }; // 复活技能配置s_uuid: 技能id, r_num: 触发所需的复活次数, upr 等级对复活次数的影响
[SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序)
[SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置
[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
[SkillTriggerType.FEnd]?: TriggerGrouped; // 战斗结束时释放的技能配置
[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
[SkillTriggerType.Atking]?: TriggerGrouped; // 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
[SkillTriggerType.Atked]?: TriggerGrouped; // 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
[SkillTriggerType.Revive]?: LvReviveEntry[]; // 复活技能配置(按 lv 升序,运行时取 ≤英雄等级 的最大档)
dis?: number; // 攻击距离(像素)
speed?: number; // 移动速度(像素/秒)
skills: Record<number, HSkillInfo>; // 携带技能ID列表
evolve?: Record<number, HeroEvolve>; // 等级进化配置key=等级(2,3,...)
ap_bonus?: LvBonusEntry[]; // 额外攻击加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
hp_bonus?: LvBonusEntry[]; // 额外生命加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
info: string; // 描述文案
/** 分级能力说明索引0=1级依次递增信息面板逐条展示各等级技能与能力 */
infos?: string[];
@@ -187,25 +188,46 @@ export interface HSkillInfo {
ccd: number; // 占位当前cd用于cd计时
overrides?: SkillOverrides; // 角色专属参数覆盖
}
/**
* 英雄等级进化配置
* 定义英雄在某等级时技能/属性的变化
* 触发技能单档配置:达到 lv 级时此档参数生效t_num/overrides 可随等级变化)。
*/
export interface HeroEvolve {
/** 替换普攻技能(清除旧技能,添加新技能) */
skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
/** 覆盖触发技能(完全替换该类型的触发配置) */
atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 覆盖驻场光环FieldSkillSet uuid 列表,存活期间全局生效) */
field?: number[];
revive?: { s_uuid: number; r_num: number; upr: number };
/** 额外属性加成(在等级倍率基础上叠加) */
ap_bonus?: number;
hp_bonus?: number;
export interface LvTriggerEntry {
lv: number; // 达到该英雄等级时解锁此档
t_num: number;
overrides?: SkillOverrides;
}
/**
* 触发技能按 s_uuid 分组的配置:每个 s_uuid 下按 lv 升序排列。
* 运行时取每个 s_uuid 中 ≤英雄等级 的最大 lv 档。
*/
export type TriggerGrouped = Record<number /*s_uuid*/, LvTriggerEntry[]>;
/**
* 驻场光环按等级解锁:运行时取 ≤英雄等级 的最大 lv 档的 uuids。
*/
export interface LvFieldEntry {
lv: number;
uuids: number[];
}
/**
* 复活技能按等级解锁:运行时取 ≤英雄等级 的最大 lv 档。
*/
export interface LvReviveEntry {
lv: number;
s_uuid: number;
r_num: number;
upr: number;
}
/**
* 额外属性加成按等级叠加:运行时累加所有 ≤英雄等级 的档位。
*/
export interface LvBonusEntry {
lv: number;
value: number;
}
/*
*=============英雄配置列表================
@@ -228,133 +250,124 @@ export const HeroInfo: Record<number, heroInfo> = {
5011: {
uuid: 5011, name: "小铁卫", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }],
// 成长主线:护盾层数 4→5→6等效减伤 57%→67%6 级追加治疗形成“盾挡+回血”双循环
// 注意evolve.atked 为整体替换且逐级顺序应用,高级别需写完整数组
evolve: {
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }] },
3: { hp_bonus: 150 },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } }] },
5: { hp_bonus: 150, ap_bonus: 10 },
6: {
atked: [
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } },
{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.All, ap: 250 } },
]
},
atked: {
6301: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
{ lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } },
],
6302: [
{ lv: 6, t_num: 5, overrides: { TGroup: TGroup.All, ap: 250 } },
],
},
hp_bonus: [{ lv: 3, value: 150 }, { lv: 5, value: 150 }],
ap_bonus: [{ lv: 5, value: 10 }],
info: "<color=#27AE60>✧</color>受伤获得护盾\n<color=#9B59B6>✦</color>受伤全队恢复生命",
},
5012: {
uuid: 5012, name: "不死小强", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [
{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 250 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
],
evolve: {
2: { atked: [{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 300 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
3: { hp_bonus: 150 },
4: { atked: [{ s_uuid: 6302, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 350 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
5: { atked: [{ s_uuid: 6302, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
6: {
atked: [
{ s_uuid: 6302, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
{ s_uuid: 6301, t_num: 5, overrides: { TGroup: TGroup.All, ap: 4 } },
]
},
atked: {
6302: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 250 } },
{ lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 300 } },
{ lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 350 } },
{ lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } },
],
6402: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
],
6301: [
{ lv: 6, t_num: 5, overrides: { TGroup: TGroup.All, ap: 4 } },
],
},
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤恢复生命\n<color=#9B59B6>✦</color>受伤全体获得护盾",
},
5013: {
uuid: 5013, name: "铁骨头", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
],
evolve: {
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
3: { hp_bonus: 150 },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
5: { atked: [{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }] },
6: {
atked: [
{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ s_uuid: 6402, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
{ s_uuid: 6301, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 2 } },
]
},
atked: {
6301: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
{ lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
{ lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ lv: 6, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 2 } },
],
6402: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
],
},
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤获得护盾与生命\n<color=#9B59B6>✦</color>受伤全队获得护盾",
},
5014: {
uuid: 5014, name: "怒火武者", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
atked: [
{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }] },
3: { hp_bonus: 150 },
4: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] },
5: { atked: [{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] },
6: {
atked: [
{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
atked: {
6401: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
],
6403: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤提升攻击与暴击\n<color=#9B59B6>✦</color>受伤限时提升暴伤",
},
5015: {
uuid: 5015, name: "血刃武者", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [
{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
{ s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }] },
3: { hp_bonus: 200 },
4: { atked: [{ s_uuid: 6301, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] },
5: { atked: [{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] },
6: {
atked: [
{ s_uuid: 6301, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ s_uuid: 6404, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6301, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 2 } },
]
},
atked: {
6301: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } },
{ lv: 2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } },
{ lv: 4, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } },
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 2 } },
],
6404: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
],
6403: [
{ lv: 6, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 200 }],
info: "<color=#27AE60>✧</color>受伤获得护盾与暴伤\n<color=#9B59B6>✦</color>受伤追加暴击并给全队护盾",
},
5016: {
uuid: 5016, name: "狂血战士", path: "hc4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
atked: [
{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }] },
3: { ap_bonus: 20, hp_bonus: 150 },
4: { atked: [{ s_uuid: 6401, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }] },
5: { atked: [{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }] },
6: {
atked: [
{ s_uuid: 6401, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6405, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6403, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
atked: {
6401: [
{ lv: 1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ lv: 5, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } },
],
6405: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
],
6403: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
},
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>受伤提升攻击与击晕\n<color=#9B59B6>✦</color>受伤追加暴击与暴伤",
},
// 以下英雄暂时注释,保留待后续扩展
@@ -389,81 +402,62 @@ export const HeroInfo: Record<number, heroInfo> = {
5021: {
uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }],
// 成长主线滚雪球AP增量固定15级阈值5→4刀6级追加暴伤强化永久叠加无100%上限与高AP叠乘
// 注意evolve.atking 为整体替换且逐级顺序应用,高级别需写完整数组
evolve: {
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }] },
3: { ap_bonus: 20, hp_bonus: 80 },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }] },
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }] },
6: {
atking: [
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 20, buff_duration: 5 } },
]
},
atking: {
6401: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 20, buff_duration: 5 } },
],
},
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击永久提升攻击\n<color=#9B59B6>✦</color>攻击限时提升暴伤",
},
5022: {
uuid: 5022, name: "嗜血剑客", path: "hc2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
],
evolve: {
2: {
atking: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
]
},
3: { ap_bonus: 20, hp_bonus: 80 },
4: {
atking: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
]
},
5: {
atking: [
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }
]
},
6: {
atking: [
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
atking: {
6403: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6401: [
{ lv: 1, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
},
ap_bonus: [{ lv: 3, value: 20 }],
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击限时提升暴击\n<color=#9B59B6>✦</color>攻击限时提升暴伤",
},
5023: {
uuid: 5023, name: "暗影杀手", path: "hc5", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast1].cd, ccd: 0 } },
atking: [
{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }] },
3: { hp_bonus: 100 },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] },
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }, { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] },
6: {
atking: [
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6409, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7016, buff_value: 5, buff_duration: 5 } },
]
},
atking: {
6401: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
{ lv: 5, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } },
],
6403: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
6409: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Self, timed_buff_id: 7016, buff_value: 5, buff_duration: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>攻击提升攻击与暴击\n<color=#9B59B6>✦</color>攻击追加暴伤与风怒",
},
// 5022: {
@@ -489,38 +483,36 @@ export const HeroInfo: Record<number, heroInfo> = {
5031: {
uuid: 5031, name: "援护弓手", path: "ha1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }],
// 成长主线AP增益固定15级 hit_count 1→22英雄环境=全队6级追加全队攻速光环
// 注意evolve.atking 为整体替换且逐级顺序应用高级别需写完整数组field 为驻场光环覆盖
evolve: {
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }] },
3: { hp_bonus: 60 },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }] },
5: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } }] },
6: { field: [7006] },
atking: {
6401: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } },
{ lv: 5, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } },
],
},
hp_bonus: [{ lv: 3, value: 60 }],
field: [{ lv: 6, uuids: [7006] }],
info: "<color=#27AE60>✧</color>攻击提升队友攻击\n<color=#9B59B6>✦</color>光环全队提升攻速",
},
5032: {
uuid: 5032, name: "战术弓手", path: "ha2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
atking: [
{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
],
evolve: {
2: { atking: [{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }] },
3: { hp_bonus: 80 },
4: { atking: [{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }] },
5: { atking: [{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }] },
6: {
atking: [
{ s_uuid: 6403, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
]
},
atking: {
6403: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ lv: 5, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6401: [
{ lv: 1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
{ lv: 4, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
],
6404: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击限时提升队友暴击\n<color=#9B59B6>✦</color>攻击限时提升队友暴伤",
},
// 5032: {
@@ -532,24 +524,25 @@ export const HeroInfo: Record<number, heroInfo> = {
5033: {
uuid: 5033, name: "鹰眼弓将", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
atking: [
{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }] },
3: { hp_bonus: 100 },
4: { atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] },
5: { atking: [{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] },
6: {
atking: [
{ s_uuid: 6401, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
{ s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6403, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6405, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
]
},
atking: {
6401: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
{ lv: 5, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } },
],
6404: [
{ lv: 1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
],
6403: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
6405: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>攻击提升队友攻击与暴伤\n<color=#9B59B6>✦</color>攻击追加队友暴击与击晕",
},
// 5033: {
@@ -608,83 +601,87 @@ export const HeroInfo: Record<number, heroInfo> = {
5041: {
uuid: 5041, name: "殉道卫士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }],
evolve: {
2: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }] },
3: { hp_bonus: 100 },
4: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }] },
5: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }] },
6: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }] },
dead: {
6301: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
],
6401: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>死亡全队获得护盾\n<color=#9B59B6>✦</color>死亡全队提升攻击",
},
5042: {
uuid: 5042, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
dead: [
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
],
revive: { s_uuid: 6501, r_num: 1, upr: 0.5 },
evolve: {
2: { dead: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }] },
3: { revive: { s_uuid: 6501, r_num: 1, upr: 0.6 } },
4: { dead: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] },
5: { revive: { s_uuid: 6501, r_num: 1, upr: 0.7 } },
6: {
dead: [
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
],
revive: { s_uuid: 6501, r_num: 1, upr: 0.8 },
},
dead: {
6401: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
6402: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
],
6301: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
],
},
revive: [
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
{ lv: 6, s_uuid: 6501, r_num: 1, upr: 0.8 },
],
info: "<color=#27AE60>✧</color>死亡全队攻血提升\n<color=#9B59B6>✦</color>死亡全队护盾并复活",
},
5043: {
uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
dead: [
{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }] },
3: { hp_bonus: 100 },
4: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 6 } }] },
5: { dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }] },
6: {
dead: [
{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
]
},
dead: {
6405: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } },
],
6403: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 6 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6401: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
},
hp_bonus: [{ lv: 3, value: 100 }],
info: "<color=#27AE60>✧</color>死亡全队击晕与暴击\n<color=#9B59B6>✦</color>死亡全队提升攻击",
},
5044: {
uuid: 5044, name: "血誓剑客", path: "hc2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
dead: [
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
],
evolve: {
2: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }] },
3: { hp_bonus: 150 },
4: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 6 } }] },
5: { dead: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }] },
6: {
dead: [
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
]
},
dead: {
6403: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
],
6404: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 6 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
],
6401: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
6402: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
],
},
hp_bonus: [{ lv: 3, value: 150 }],
info: "<color=#27AE60>✧</color>死亡全队暴击与暴伤\n<color=#9B59B6>✦</color>死亡全队攻击与生命",
},
@@ -694,25 +691,31 @@ export const HeroInfo: Record<number, heroInfo> = {
5045: {
uuid: 5045, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 60,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
// 死亡释放5 层护盾 + 全队 +10 HP复活 1 次血量 50%
dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }],
revive: { s_uuid: 6501, r_num: 1, upr: 0.5 },
evolve: {
2: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }] },
3: { revive: { s_uuid: 6501, r_num: 1, upr: 0.6 } },
4: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] },
5: { dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }] },
// 6级终极遗志追加 AP+5 + 暴击计时 5%;终极涅槃:复活 2 次血量 70%
6: {
dead: [
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
revive: { s_uuid: 6501, r_num: 2, upr: 0.7 },
},
// 死亡释放5 层护盾 + 全队 +10 HP复活 1 次血量 50%。6级终极遗志追加 AP+5 / 暴击 5%,复活 2 次 70%
dead: {
6301: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
],
6402: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
],
6401: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
],
6403: [
{ lv: 6, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
],
},
revive: [
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
{ lv: 6, s_uuid: 6501, r_num: 2, upr: 0.7 },
],
info: "<color=#27AE60>✧</color>死亡全队加护盾\n<color=#27AE60>✧</color>复活1:50%血量\n<color=#9B59B6>✦</color>死亡加攻击\n<color=#9B59B6>✦</color>复活2:70%血量",
},
@@ -722,30 +725,33 @@ export const HeroInfo: Record<number, heroInfo> = {
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
// 战前计时 buff每波开始全队 AP 限时提升(+30/5s → +60/7s → +90/10s6级追加暴击驻场光环
// 统一复用 7111 基础配置,通过 buff_value/buff_duration 覆写实现三档成长
fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111 } }],
evolve: {
2: { hp_bonus: 80 },
3: { fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 60, buff_duration: 7 } }] },
4: { hp_bonus: 80 },
5: { fstart: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 90, buff_duration: 10 } }] },
6: { field: [7204] },
fstart: {
6401: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111 } },
{ lv: 3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 60, buff_duration: 7 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 90, buff_duration: 10 } },
],
},
hp_bonus: [{ lv: 2, value: 80 }, { lv: 4, value: 80 }],
field: [{ lv: 6, uuids: [7204] }],
info: "<color=#27AE60>✧</color>开局全队提升攻击\n<color=#9B59B6>✦</color>光环全队提升暴击",
},
5052: {
uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
fstart: [
{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } },
],
evolve: {
2: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] },
3: { hp_bonus: 80 },
4: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] },
5: { fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }] },
6: { field: [7007] },
fstart: {
6301: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
{ lv: 2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
{ lv: 4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
{ lv: 5, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
],
6402: [
{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } },
],
},
hp_bonus: [{ lv: 3, value: 80 }],
field: [{ lv: 6, uuids: [7007] }],
info: "<color=#27AE60>✧</color>开局全队获得护盾\n<color=#9B59B6>✦</color>光环全队提升生命",
},
// 5052: {
@@ -796,14 +802,13 @@ export const HeroInfo: Record<number, heroInfo> = {
5061: {
uuid: 5061, name: "战歌法师", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [7002, 7006],
evolve: {
2: { field: [7202, 7006] },
3: { hp_bonus: 80 },
4: { field: [7202, 7206] },
5: { field: [7202, 7206] },
6: { field: [7202, 7206, 7007] },
},
field: [
{ lv: 1, uuids: [7002, 7006] },
{ lv: 2, uuids: [7202, 7006] },
{ lv: 4, uuids: [7202, 7206] },
{ lv: 6, uuids: [7202, 7206, 7007] },
],
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>光环全队提升攻击\n<color=#9B59B6>✦</color>追加提升攻速生命",
},
@@ -811,21 +816,19 @@ export const HeroInfo: Record<number, heroInfo> = {
5071: {
uuid: 5071, name: "治愈牧师", path: "hh1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } },
atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } }],
// 成长主线:治疗量 200→250→300%5级 hit_count 1→2全队6级追加护盾 atking攻防一体
// 注意evolve.atking 为整体替换且逐级顺序应用,高级别需写完整数组
evolve: {
2: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } }] },
3: { hp_bonus: 80 },
4: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } }] },
5: { atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } }] },
6: {
atking: [
{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } },
{ s_uuid: 6301, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 3 } },
]
},
atking: {
6302: [
{ lv: 1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } },
{ lv: 2, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } },
{ lv: 4, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } },
{ lv: 5, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } },
],
6301: [
{ lv: 6, t_num: 7, overrides: { TGroup: TGroup.Team, ap: 3 } },
],
},
hp_bonus: [{ lv: 3, value: 80 }],
info: "<color=#27AE60>✧</color>攻击治疗低血队友\n<color=#9B59B6>✦</color>攻击全队获得护盾",
},
// 5072: {
@@ -995,23 +998,64 @@ export const HERO_POWER_WEIGHTS = {
DEFAULT_EVAL_SECONDS: 60,
};
/** 计算目标等级下 evolve 提供的累计属性加成 */
/**
* 解析触发技能在目标等级下的有效条目列表。
* 每个 s_uuid 取 ≤lv 的最大档;返回扁平数组供评分/触发器消费。
*/
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] {
if (!grouped) return [];
const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = [];
for (const key in grouped) {
const entries = grouped[key];
if (!entries || entries.length === 0) continue;
let pick: LvTriggerEntry | undefined;
for (const e of entries) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, overrides: pick.overrides });
}
return result;
}
/** 解析驻场光环在目标等级下的有效 uuid 列表(取 ≤lv 的最大档) */
export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): number[] {
if (!field || field.length === 0) return [];
let pick: LvFieldEntry | undefined;
for (const e of field) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
return pick ? pick.uuids : [];
}
/** 解析复活技能在目标等级下的有效配置(取 ≤lv 的最大档) */
export function resolveReviveByLv(revive: LvReviveEntry[] | undefined, lv: number): { s_uuid: number; r_num: number; upr: number } | undefined {
if (!revive || revive.length === 0) return undefined;
let pick: LvReviveEntry | undefined;
for (const e of revive) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
return pick ? { s_uuid: pick.s_uuid, r_num: pick.r_num, upr: pick.upr } : undefined;
}
/** 计算目标等级下额外属性加成hp_bonus/ap_bonus 按 lv 累加) */
function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
let hp = 0;
let ap = 0;
if (!hero.evolve) return { hp, ap };
const maxLv = Math.max(1, Math.min(targetLv, FightSet.HERO_MAX_LV));
for (let lv = 2; lv <= maxLv; lv++) {
const ev = hero.evolve[lv];
if (ev) {
hp += ev.hp_bonus || 0;
ap += ev.ap_bonus || 0;
const lv = Math.max(1, targetLv);
if (hero.hp_bonus) {
for (const e of hero.hp_bonus) {
if (e.lv <= lv) hp += e.value;
}
}
if (hero.ap_bonus) {
for (const e of hero.ap_bonus) {
if (e.lv <= lv) ap += e.value;
}
}
return { hp, ap };
}
/** 计算目标等级下的有效 HP/AP含等级倍率与 evolve 加成) */
/** 计算目标等级下的有效 HP/AP含等级倍率与额外加成) */
function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
const bonuses = getEvolveBonuses(hero, targetLv);
const lv = Math.max(1, targetLv);
@@ -1068,7 +1112,7 @@ function getTriggerCount(
case SkillTriggerType.FEnd:
return getWaveCount(seconds);
case SkillTriggerType.Dead:
return getWaveCount(seconds) * (1 + (hero.revive?.r_num || 0));
return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0));
}
return 1;
}
@@ -1338,16 +1382,18 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco
const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
const normalAttack = getNormalAttackInfo(hero, targetLv, seconds);
const atking = hero.atking ? calcTriggerPowerDetailed(hero.atking, hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const atked = hero.atked ? calcTriggerPowerDetailed(hero.atked, hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fstart = hero.fstart ? calcTriggerPowerDetailed(hero.fstart, hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fend = hero.fend ? calcTriggerPowerDetailed(hero.fend, hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const dead = hero.dead ? calcTriggerPowerDetailed(hero.dead, hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const field = hero.field ? calcFieldPowerDetailed(hero.field, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fieldUuids = resolveFieldByLv(hero.field, targetLv);
const field = fieldUuids.length > 0 ? calcFieldPowerDetailed(fieldUuids, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
let reviveValue = 0;
if (hero.revive) {
reviveValue = hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive * getWaveCount(seconds);
const revive = resolveReviveByLv(hero.revive, targetLv);
if (revive) {
reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds);
}
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;