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
This commit is contained in:
walkpan
2026-04-04 13:29:14 +08:00
parent eb1f19d14b
commit 8d9c9a6348
5 changed files with 12 additions and 8 deletions

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@@ -55,8 +55,8 @@ export const CARD_POOL_MAX_LEVEL = CardLV.LV5
/** 英雄最高等级限制 */
export const CARD_HERO_MAX_LEVEL = 3
/** 基础卡池(英雄、技能、功能) */
export const HERO_LV2_INIT_PROB = 0.05
export const HERO_LV2_PROB_INC_PER_LV = 0.01
export const HERO_LV2_INIT_PROB = 0
export const HERO_LV2_PROB_INC_PER_LV = 0.02
export const CardPoolList: CardConfig[] = [
{ 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 {
MORE_RC=10,//更多次数 广告获取的次数
HEARTPOS=-320,//基地位置
HERO_MAX_NUM=3,//英雄最大数量
MERGE_MAX=2, //英雄最大等级
MERGE_NEED=3, //英雄升级需要的英雄数
LVUP_GOLD=50,//升级需要的金币
LVUP_GOLD_UP=50,//升级需要的金币
CHOU_GOLD=100,//抽卡需要的金币
@@ -32,6 +34,7 @@ export enum FightSet {
BACK_CHANCE=40,//击退概率
FROST_TIME=3,//冰冻时间
SKILL_CAST_DELAY=0.15
}
export enum IndexSet {

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@@ -26,7 +26,7 @@ export const FormationPointX = {
} as const;
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
[HType.Melee]: 260,
[HType.Melee]: 200,
[HType.Mid]: 400,
[HType.Long]: 660,
}

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@@ -105,8 +105,9 @@ export class Hero extends ecs.Entity {
model.fac = FacSet.HERO;
// 基础属性按等级倍率初始化
model.ap = hero.ap*model.lv;
model.hp= model.hp_max = hero.hp*model.lv;
// 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)))
model.ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
model.hp = model.hp_max = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
model.speed = hero.speed;
// 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";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FacSet } from "../common/config/GameSet";
import { FacSet, FightSet } from "../common/config/GameSet";
import { oneCom } from "../skill/oncend";
const { ccclass } = _decorator;
@@ -31,9 +31,9 @@ export class MissionHeroCompComp extends CCComp {
/** 当前英雄数量缓存 */
current_hero_num:number=-1
/** 合成规则2 合 1 或 3 合 1 */
merge_need_count:number=3
merge_need_count:number=FightSet.MERGE_NEED
/** 允许合成的最高等级 */
merge_max_lv:number=2
merge_max_lv:number=FightSet.MERGE_MAX
/** 是否正在执行一次合成流程 */
is_merging:boolean=false
/** 是否正在消费召唤队列,防止并发处理 */