diff --git a/assets/script/game/common/HeroSkillText.ts b/assets/script/game/common/HeroSkillText.ts index 9a51fc32..8ceccfb7 100644 --- a/assets/script/game/common/HeroSkillText.ts +++ b/assets/script/game/common/HeroSkillText.ts @@ -196,8 +196,6 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s if (!grouped) continue; const items = resolveTriggerByLv(grouped, lv); if (items.length === 0) continue; - // 组内多个技能时,各效果片段带自身技能名区分 - const headOf = (s_uuid: number) => (items.length > 1 ? skillNameRich(getGroupedTriggerName(grouped, s_uuid)) : ""); const parts: string[] = []; for (const item of items) { const base = SkillSet[item.s_uuid]; @@ -215,7 +213,7 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s const trig = type === SkillTriggerType.Atking || type === SkillTriggerType.Atked ? `${SkillTriggerName[type]}${valueRich(item.t_num)}次` : SkillTriggerName[type]; - parts.push(`${headOf(item.s_uuid)}${trig}, ${text}`); + parts.push(`${trig}, ${text}`); } // dead 组内的复活效果(revive_hp / revive_count)并入同一行 if (type === SkillTriggerType.Dead) { @@ -224,7 +222,7 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s const reviveCount = item.overrides?.revive_count ?? 0; if (reviveHp === undefined || reviveCount <= 0) continue; const text = `每回合可复活${valueRich(reviveCount)}次, 死亡后以${valueRich(`${Math.round(reviveHp)}%`)}生命原地重生`; - parts.push(`${headOf(item.s_uuid)}${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`); + parts.push(`${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`); } } if (parts.length === 0) continue; @@ -233,18 +231,15 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s } // ---- 驻场光环(field):整组视为一个技能,组内多词条合并为一行 ---- - const fieldItems = resolveFieldByLv(hero.field, lv); const fieldParts: string[] = []; - for (const entry of fieldItems) { + for (const entry of resolveFieldByLv(hero.field, lv)) { const fs = FieldSkillSet[entry.uuid]; const desc = fs ? FieldDescSet[fs.type] : undefined; if (!fs || !desc) continue; const val = desc.fmt === FieldValueFmt.Percent ? `+${Math.round(entry.value * 100)}%` : desc.fmt === FieldValueFmt.IntMinus ? `-${entry.value}` : `+${entry.value}`; - // 组内多个词条时带各自词条名区分 - const head = fieldItems.length > 1 ? skillNameRich(entry.name ?? fs.name) : ""; - fieldParts.push(`${head}${desc.verb}${valueRich(val)}`); + fieldParts.push(`${desc.verb}${valueRich(val)}`); } if (fieldParts.length > 0) { // 组名取组内首个自定义名(getFieldGroupName) @@ -580,12 +575,6 @@ export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slo function collectFieldGroupTierLines(hero: heroInfo): HeroSkillTierLine[] { const tiers = [...(hero.field ?? [])].sort((a, b) => a.lv - b.lv); if (tiers.length === 0) return []; - // 组内词条数 >1 时每行带词条名区分 - const uuidSet = new Set(); - for (const t of tiers) { - for (const u of t.uuids) uuidSet.add(u.uuid); - } - const multi = uuidSet.size > 1; const lines: HeroSkillTierLine[] = []; let prev: FieldEntry[] = []; @@ -595,14 +584,13 @@ function collectFieldGroupTierLines(hero: heroInfo): HeroSkillTierLine[] { const fs = FieldSkillSet[entry.uuid]; const descCfg = fs ? FieldDescSet[fs.type] : undefined; if (!fs || !descCfg) continue; - const head = multi ? `${entry.name ?? fs.name}: ` : ""; const before = prev.find(p => p.uuid === entry.uuid); if (!before) { // 新词条:完整效果(动词 + 数值高亮) - parts.push(`${head}${descCfg.verb}${buildFieldValueRich(entry.uuid, entry.value)}`); + parts.push(`${descCfg.verb}${buildFieldValueRich(entry.uuid, entry.value)}`); } else if (before.value !== entry.value) { // 已有词条:数值由旧值提升至新值 - parts.push(`${head}${descCfg.verb}${buildFieldValueRich(entry.uuid, before.value)}提升至${buildFieldValueRich(entry.uuid, entry.value)}`); + parts.push(`${descCfg.verb}${buildFieldValueRich(entry.uuid, before.value)}提升至${buildFieldValueRich(entry.uuid, entry.value)}`); } } lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc ?? parts.join("\n") }); @@ -638,7 +626,7 @@ function mergeTierLinesByHeroLv(groups: HeroSkillTierLine[][]): HeroSkillTierLin * * 每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能: * 组内各 s_uuid 分别生成分档行后按解锁英雄等级阈值合并(同阈值文本换行拼接), - * 组内多个技能时每行带各自技能名区分;驻场光环按词条维度合并。 + * 说明内只保留组名与效果文本,不再显示组内子技能名;驻场光环按词条维度合并。 * 每档附带解锁英雄等级,调用方对比 smc.getHeroOuterLv 判定激活状态。 * * @param heroUuid 英雄 uuid(HeroInfo key) @@ -652,20 +640,11 @@ export function buildHeroGroupTierLines(heroUuid: number, slot: SkillTriggerType const grouped = hero[slot] as TriggerGrouped | undefined; if (!grouped) return []; - const keys = Object.keys(grouped).map(Number); const lineGroups: HeroSkillTierLine[][] = []; - for (const sUuid of keys) { + for (const sUuid of Object.keys(grouped).map(Number)) { const hit = collectTriggerTiers(hero, slot, sUuid); if (!hit) continue; - const lines = buildTierLines(hit.tiers, hit.label); - // 组内多个技能时每行带各自技能名区分 - if (keys.length > 1) { - const name = getGroupedTriggerName(grouped, sUuid); - for (const line of lines) { - line.text = `${skillNameRich(name)}${line.text}`; - } - } - lineGroups.push(lines); + lineGroups.push(buildTierLines(hit.tiers, hit.label)); } return mergeTierLinesByHeroLv(lineGroups); } diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index b83499c9..c2dd0c75 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -533,7 +533,6 @@ export const FieldSkillSet: Record = { // 风怒机制已停用: 7008 风怒光环已移除 // 7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, info: "英雄风怒概率提升" }, 7009: { uuid: 7009, name: "穿刺光环", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, info: "英雄穿刺概率提升" }, - 7014: { uuid: 7014, name: "召唤强化", icon: "Stat_UnitSummonIncrease_02", type: FieldSkillType.SummonCount, info: "召唤触发技能次数提升" }, 7015: { uuid: 7015, name: "死亡强化", icon: "Stat_PoisonChanceIncrease", type: FieldSkillType.DeadCount, info: "死亡触发技能次数提升" }, 7016: { uuid: 7016, name: "开场强化", icon: "Stat_AttackRangeIncrease_01", type: FieldSkillType.StartCount, info: "战斗开始触发技能次数提升" }, diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 595e991d..3e13d087 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -487,23 +487,21 @@ export const HeroInfo: Record = { 5001: { uuid: 5001, name: "叠甲骑士", path: "hk1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 20, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def + 10, skills: { - 6004: { - uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥剑对{target}造成攻击力{ap}%伤害", + 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥剑对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 } }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} }, ], }, - 6301: { - uuid: 6301, name: "魔法盾", lv: 1, cd: 6, ccd: 0, overrides: { "ap": 30, "summon_count": 1 }, desc: "{target}获得生命最大值{ap}%的护盾", + 6301: { uuid: 6301, name: "魔法盾", lv: 1, cd: 8, ccd: 0, overrides: {"ap":30,"summon_count":1}, desc: "{target}获得生命最大值{ap}%的护盾", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 60, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 120, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":60,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":120,"summon_count":2} }, ], }, }, atked: { 6301: [ - { lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: { "TGroup": null, "ap": 10, "summon_count": 1 }, desc: "全队获得本英雄生命最大值{ap}%的护盾" }, + { lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: {"TGroup":null,"ap":10,"summon_count":1}, desc: "全队获得本英雄生命最大值{ap}%的护盾" }, ], }, info: "", @@ -512,23 +510,21 @@ export const HeroInfo: Record = { 5002: { uuid: 5002, name: "易伤剑仙", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5, skills: { - 6004: { - uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥拳对{target}造成攻击力{ap}%伤害", + 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 } }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} }, ], }, - 6101: { - uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "timed_buff_id": 7002, "summon_count": 1 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)", + 6101: { uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"timed_buff_id":7002,"summon_count":1}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 20, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 180, "bck": 60, "buff_value": 40, "summon_count": 2 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":20,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":180,"bck":60,"buff_value":40,"summon_count":2}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" }, ], }, }, atking: { 6004: [ - { lv: 4, s_lv: SkillLv.Lv1, name: "奋力一击", t_num: 3, overrides: { "ap": 300 }, desc: "每三次攻击后立即打击{target},造成攻击力{ap}%伤害" }, + { lv: 4, s_lv: SkillLv.Lv1, name: "奋力一击", t_num: 3, overrides: {"ap":300}, desc: "额外打击{target},造成攻击力{ap}%伤害" }, ], }, info: "", @@ -537,17 +533,15 @@ export const HeroInfo: Record = { 5003: { uuid: 5003, name: "眩晕暴击哥", path: "hk5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5, skills: { - 6004: { - uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥斧对{target}造成攻击力{ap}%伤害", + 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥斧对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "stun": 10 }, desc: "挥斧对{target}造成攻击力{ap}%伤害,{stun}%概率击晕" }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"stun":10}, desc: "挥斧对{target}造成攻击力{ap}%伤害,{stun}%概率击晕" }, ], }, - 6104: { - uuid: 6104, name: "开山斧", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 300, "stun": 100, "summon_count": 1 }, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕", + 6104: { uuid: 6104, name: "开山斧", lv: 1, cd: 8, ccd: 0, overrides: {"ap":300,"stun":100,"summon_count":1}, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 450, "stun": 100, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "stun": 100, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":450,"stun":100,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"stun":100,"summon_count":2} }, ], }, }, @@ -560,17 +554,15 @@ export const HeroInfo: Record = { 5004: { uuid: 5004, name: "刀刀暴击", path: "hc1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def, skills: { - 6002: { - uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害", + 6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "crt": 10 }, desc: "挥刀对{target}造成攻击力{ap}%伤害,{crt}%概率暴击" }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10}, desc: "挥刀对{target}造成攻击力{ap}%伤害,{crt}%概率暴击" }, ], }, - 6100: { - uuid: 6100, name: "光闪", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "summon_count": 1 }, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害", + 6100: { uuid: 6100, name: "光闪", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"summon_count":1}, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"summon_count":2} }, ], }, }, @@ -583,17 +575,15 @@ export const HeroInfo: Record = { 5005: { uuid: 5005, name: "出血贼", path: "hc2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def, skills: { - 6002: { - uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害", + 6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7007, "buff_value": 30, "buff_chance": 30 }, desc: "挥刀对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_buff_id":7007,"buff_value":30,"buff_chance":30}, desc: "挥刀对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, ], }, - 6103: { - uuid: 6103, name: "闪电斩", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "summon_count": 1 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害", + 6103: { uuid: 6103, name: "闪电斩", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"summon_count":1}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_buff_id": 7007, "summon_count": 1 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "para": 50, "timed_buff_id": 7007, "buff_value": 60, "summon_count": 2 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_buff_id":7007,"summon_count":1}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"para":50,"timed_buff_id":7007,"buff_value":60,"summon_count":2}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" }, ], }, }, @@ -606,17 +596,15 @@ export const HeroInfo: Record = { 5006: { uuid: 5006, name: "冻箭哥", path: "ha1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 30, def: HERO_ROLE_BASE[HRole.Archer].def, skills: { - 6006: { - uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害", + 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 10 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害,击退{bck}" }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":10}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害,击退{bck}" }, ], }, - 6150: { - uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "frz": 30, "summon_count": 1 }, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻", + 6150: { uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"frz":30,"summon_count":1}, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "frz": 50, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "frz": 70, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"frz":50,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"frz":70,"summon_count":2} }, ], }, }, @@ -629,17 +617,15 @@ export const HeroInfo: Record = { 5007: { uuid: 5007, name: "击退火女", path: "hm1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def, skills: { - 6010: { - uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100, "bck": 30 }, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害,击退{bck}", + 6010: { uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100,"bck":30}, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害,击退{bck}", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 40 } }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":40} }, ], }, - 6200: { - uuid: 6200, name: "火焰喷射", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 250, "bck": 100, "summon_count": 1 }, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}", + 6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: 8, ccd: 0, overrides: {"ap":250,"bck":100,"summon_count":1}, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 350, "bck": 100, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "bck": 100, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":350,"bck":100,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"bck":100,"summon_count":2} }, ], }, }, @@ -652,28 +638,26 @@ export const HeroInfo: Record = { 5008: { uuid: 5008, name: "团疗奶爸", path: "hh1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp + 10, ap: HERO_ROLE_BASE[HRole.Support].ap + 20, def: HERO_ROLE_BASE[HRole.Support].def, skills: { - 6011: { - uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥杖对{target}造成攻击力{ap}%伤害", + 6011: { uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "挥杖对{target}造成攻击力{ap}%伤害", lv_entries: [ - { lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 10 }, desc: "挥杖对{target}造成攻击力{ap}%伤害,击退{bck}" }, + { lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":10}, desc: "挥杖对{target}造成攻击力{ap}%伤害,击退{bck}" }, ], }, - 6302: { - uuid: 6302, name: "治疗", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 300, "summon_count": 1 }, desc: "为{target}回复攻击力{ap}%生命", + 6302: { uuid: 6302, name: "治疗", lv: 1, cd: 8, ccd: 0, overrides: {"ap":300,"summon_count":1}, desc: "为{target}回复攻击力{ap}%生命", lv_entries: [ - { lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 400, "summon_count": 1 } }, - { lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "summon_count": 2 } }, + { lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":400,"summon_count":1} }, + { lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"summon_count":2} }, ], }, }, atking: { 6301: [ - { lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: { "ap": 30, "summon_count": 1 }, desc: "{target}获得生命最大值{ap}%的护盾" }, + { lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: {"ap":30,"summon_count":1}, desc: "{target}获得生命最大值{ap}%的护盾" }, ], }, info: "", }, - // @hero-setup:heroes-end +// @hero-setup:heroes-end /* *=============怪物配置列表================ diff --git a/put/server/data/heroes.json b/put/server/data/heroes.json index 79ec5705..f4d510f4 100644 --- a/put/server/data/heroes.json +++ b/put/server/data/heroes.json @@ -120,7 +120,7 @@ "overrides": { "ap": 100 }, - "desc": "挥拳对{target}造成攻击力{ap}%伤害", + "desc": "对{target}造成攻击力{ap}%伤害", "lv_entries": [ { "lv": 2, @@ -177,7 +177,7 @@ "overrides": { "ap": 300 }, - "desc": "每三次攻击后立即打击{target},造成攻击力{ap}%伤害" + "desc": "额外打击{target},造成攻击力{ap}%伤害" } ] },