feat: 调整英雄合成与属性成长规则
- 将英雄最大等级提升至3级,升级所需英雄数设为3 - 英雄属性改为指数成长(3倍/级),替换原线性成长 - 调整近战英雄攻击距离从260减少至200 - 重置初始二级英雄概率为0,并提高每级概率增量至0.02 - 将合成相关配置集中至GameSet枚举,提高可维护性
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@@ -55,8 +55,8 @@ export const CARD_POOL_MAX_LEVEL = CardLV.LV5
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/** 英雄最高等级限制 */
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export const CARD_HERO_MAX_LEVEL = 3
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/** 基础卡池(英雄、技能、功能) */
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export const HERO_LV2_INIT_PROB = 0.05
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export const HERO_LV2_PROB_INC_PER_LV = 0.01
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export const HERO_LV2_INIT_PROB = 0
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export const HERO_LV2_PROB_INC_PER_LV = 0.02
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export const CardPoolList: CardConfig[] = [
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{ uuid: 5001, type: CardType.Hero, cost: 3, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 },
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@@ -24,6 +24,8 @@ export enum FightSet {
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MORE_RC=10,//更多次数 广告获取的次数
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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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MERGE_MAX=2, //英雄最大等级
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MERGE_NEED=3, //英雄升级需要的英雄数
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LVUP_GOLD=50,//升级需要的金币
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LVUP_GOLD_UP=50,//升级需要的金币
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CHOU_GOLD=100,//抽卡需要的金币
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@@ -32,6 +34,7 @@ export enum FightSet {
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BACK_CHANCE=40,//击退概率
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FROST_TIME=3,//冰冻时间
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SKILL_CAST_DELAY=0.15
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}
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export enum IndexSet {
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@@ -26,7 +26,7 @@ export const FormationPointX = {
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} as const;
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export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
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[HType.Melee]: 260,
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[HType.Melee]: 200,
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[HType.Mid]: 400,
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[HType.Long]: 660,
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}
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@@ -105,8 +105,9 @@ export class Hero extends ecs.Entity {
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model.fac = FacSet.HERO;
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// 基础属性按等级倍率初始化
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model.ap = hero.ap*model.lv;
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model.hp= model.hp_max = hero.hp*model.lv;
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// 使用指数增长公式,等级2时为原来的3倍,等级3时为原来的9倍 (若需线性增长可改为 hero.ap * (1 + (model.lv - 1) * (FightSet.H_HERO_POW - 1)))
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model.ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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model.hp = model.hp_max = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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model.speed = hero.speed;
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// 构建技能表并注入运行时冷却字段 ccd
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@@ -8,7 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet } from "../common/config/GameSet";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { oneCom } from "../skill/oncend";
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const { ccclass } = _decorator;
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@@ -31,9 +31,9 @@ export class MissionHeroCompComp extends CCComp {
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/** 当前英雄数量缓存 */
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current_hero_num:number=-1
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/** 合成规则:2 合 1 或 3 合 1 */
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merge_need_count:number=3
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merge_need_count:number=FightSet.MERGE_NEED
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/** 允许合成的最高等级 */
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merge_max_lv:number=2
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merge_max_lv:number=FightSet.MERGE_MAX
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/** 是否正在执行一次合成流程 */
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is_merging:boolean=false
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/** 是否正在消费召唤队列,防止并发处理 */
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