refactor(战斗系统): 简化属性系统并移除魔法相关属性
移除魔法攻击(MAP)、魔法防御(MDEF)、元素抗性等冗余属性 将伤害减免统一由DEF属性处理,重命名CRITICAL_RESIST为CRITICAL_RES 更新相关技能、天赋和怪物配置以适应新的属性系统 删除未使用的职业成长系数配置和基础属性映射逻辑
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@@ -68,9 +68,9 @@ interface IMonsConfig {
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}
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export const MonAttrSet={
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[MonType.NORMAL]:{ HP_MAX:1.1, AP:1.05, MP:1.1, DEF:1.05, MDEF:1.05, MAP:1.05,},
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[MonType.ELITE]: { HP_MAX:2, AP:1.1, MP:1.1, DEF:1.1, MDEF:1.1, MAP:1.1,},
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[MonType.BOSS]: { HP_MAX:5, AP:2, MP:5, DEF:2, MDEF:2, MAP:2,},
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[MonType.NORMAL]:{ HP_MAX:1.1, AP:1.05, MP:1.1, DEF:1.05,},
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[MonType.ELITE]: { HP_MAX:2, AP:1.1, MP:1.1, DEF:1.1,},
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[MonType.BOSS]: { HP_MAX:5, AP:2, MP:5, DEF:2,},
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}
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export const MonBuffSet={
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@@ -82,10 +82,8 @@ export const getMonAttr=(lv:number,uuid:number,MonType:MonType)=>{
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let hp=mon.hp*lv*MonAttrSet[MonType].HP_MAX
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let mp=mon.mp*lv*MonAttrSet[MonType].MP
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let ap=mon.ap*lv*MonAttrSet[MonType].AP
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let map=mon.map*lv*MonAttrSet[MonType].MAP
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let def=mon.def*lv*MonAttrSet[MonType].DEF
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let mdef=mon.mdef*lv*MonAttrSet[MonType].MDEF
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return {hp:hp,mp:mp,ap:ap,map:map,def:def,mdef:mdef}
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return {hp:hp,mp:mp,ap:ap,def:def}
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}
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/**
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