diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 8dd36258..dee968a1 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -416,33 +416,33 @@ export const HeroInfo: Record = { // 基础怪物 (全部远程攻击,HType仅决定站位) // 近战位怪物 (站在前排,承受更多伤害) — v5: TD节奏CD,多而弱爽感设计 -6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:220,ap:10,speed:100, +6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:220,ap:10,speed:70, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础近战位怪"}, 6002:{uuid:6002,name:"兽人精锐战士",path:"m2", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:300,ap:14,speed:110, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"进阶近战位怪,更快更痛"}, -6003:{uuid:6003,name:"兽人重装兵",path:"m3", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:850,ap:20,speed:80, +6003:{uuid:6003,name:"兽人重装兵",path:"m3", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:850,ap:20,speed:50, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"重型坦克怪,高HP慢攻"}, // 远程位怪物 (站在后排,输出更高) -6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,hp:190,ap:35,speed:100, +6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,hp:190,ap:35,speed:70, skills:{6008:{uuid:6008,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高DPS怪"}, 6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,lv:1,type:HType.Long,hp:210,ap:38,speed:130, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高AP快速攻击刺客"}, // 特殊位怪物 -6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:5000,ap:20,speed:90, +6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:5000,ap:20,speed:60, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"MiniBoss级坦克"}, -6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:300,ap:24,speed:100, +6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:300,ap:24,speed:70, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"法师怪,远程魔法攻击"}, -6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:270,ap:32,speed:100, +6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:270,ap:32,speed:70, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高输出法师怪"}, // BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能 6101:{uuid:6101,name:"兽人首领-双刀战士",path:"mb1", fac:FacSet.MON,lv:6,type:HType.Long,hp:1900,ap:30,speed:120, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"远程Boss,高攻速"}, -6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:7500,ap:26,speed:90, +6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:7500,ap:26,speed:60, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"近战Boss,超高HP"}, 6103:{uuid:6103,name:"兽人首领-魔法师",path:"mb3", fac:FacSet.MON,lv:6,type:HType.Long,hp:2250,ap:38,speed:110, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"远程法系Boss,高AP"}, -6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:6800,ap:30,speed:100, +6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:6800,ap:30,speed:70, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"近战位Boss,均衡型"}, 6105:{uuid:6105,name:"亡灵首领-法师",path:"mb5", fac:FacSet.MON,lv:6,type:HType.Long,hp:2600,ap:42,speed:110, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高AP Boss"}, diff --git a/assets/script/game/hero/MonMoveComp.ts b/assets/script/game/hero/MonMoveComp.ts index 27cbabac..ceb34ab6 100644 --- a/assets/script/game/hero/MonMoveComp.ts +++ b/assets/script/game/hero/MonMoveComp.ts @@ -134,7 +134,7 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda const inRange = this.isEnemyInAttackRange(model, selfX, enemyX); // 接触判定距离,只有接触英雄才停止移动 - const touchDistance = 50; + const touchDistance = 120; const isTouching = dist <= touchDistance; // 攻击判定 diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index 7db6c7dc..a352c58e 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -55,11 +55,11 @@ export class MissionHeroComp extends CCComp { /** 硬编码的6个英雄占位点 */ public static readonly HERO_POSITIONS: Vec3[] = [ - v3(-200, BoxSet.GAME_LINE + 90, 0), // index 0 (node_index 1): Top Front - v3(-170, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front - v3(-200, BoxSet.GAME_LINE - 90, 0), // index 2 (node_index 3): Bot Front + v3(-210, BoxSet.GAME_LINE + 90, 0), // index 0 (node_index 1): Top Front + v3(-160, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front + v3(-210, BoxSet.GAME_LINE - 90, 0), // index 2 (node_index 3): Bot Front v3(-300, BoxSet.GAME_LINE + 90, 0), // index 3 (node_index 4): Top Back - v3(-270, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back + v3(-300, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back v3(-300, BoxSet.GAME_LINE - 90, 0), // index 5 (node_index 6): Bot Back ]; diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 2b5816ea..c266dffa 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -106,6 +106,8 @@ export class MissionMonCompComp extends CCComp { private phaseTargetCount: number = 0; /** 当前阶段已生成的怪物数 */ private phaseSpawnedCount: number = 0; + /** 本波怪物总数量(分段计算基准,避免 shift 后长度变化) */ + private waveTotalForPhase: number = 0; // ======================== 生命周期 ======================== @@ -136,24 +138,26 @@ export class MissionMonCompComp extends CCComp { // 逐步刷怪逻辑 (分 3 段刷出) if (this.pendingMonsters.length > 0) { - // 如果当前阶段的怪物已经刷完,则进入延迟等待下一阶段 if (this.phaseSpawnedCount >= this.phaseTargetCount && this.currentSpawnPhase < 3) { this.phaseDelayTimer -= dt; if (this.phaseDelayTimer <= 0) { this.currentSpawnPhase++; this.phaseSpawnedCount = 0; - this.phaseTargetCount = this.currentSpawnPhase === 3 ? - this.pendingMonsters.length : - Math.ceil(this.pendingMonsters.length / (4 - this.currentSpawnPhase)); + this.phaseDelayTimer = 3.0; + const base = this.waveTotalForPhase; + if (this.currentSpawnPhase === 2) { + this.phaseTargetCount = Math.ceil(base / 3); + } else { + this.phaseTargetCount = base - this.phaseTargetCount * 2; + if (this.phaseTargetCount <= 0) this.phaseTargetCount = this.pendingMonsters.length; + } } return; } this.spawnTimer += dt; - // 控制刷怪速率:例如每 0.2 秒刷 1-2 只 if (this.spawnTimer > 0.2) { this.spawnTimer = 0; - // 一次出 2 只,加快进度 for (let i = 0; i < 2; i++) { if (this.pendingMonsters.length === 0 || this.phaseSpawnedCount >= this.phaseTargetCount) break; const monData = this.pendingMonsters.shift()!; @@ -194,13 +198,11 @@ export class MissionMonCompComp extends CCComp { this.pendingMonsters = monsters; smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length; this.waveTargetCount = monsters.length; + this.waveTotalForPhase = monsters.length; - // 初始化分段刷怪状态 this.currentSpawnPhase = 1; this.phaseSpawnedCount = 0; - // 第一段生成 1/3 的怪物 - this.phaseTargetCount = Math.ceil(this.pendingMonsters.length / 3); - // 每段之间的延迟时间,可以根据需要调整,例如 3 秒 + this.phaseTargetCount = Math.ceil(monsters.length / 3); this.phaseDelayTimer = 3.0; let hasBoss = monsters.some(m => m.isBoss); diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 48bd4ca2..9616f498 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -215,14 +215,14 @@ export interface MonsterBaseStats { * @see MonsterBaseStats 字段说明 */ export const MonsterStats: Record = { - [MonType.Melee]: { hp: 220, ap: 10, cost: 18, isBoss: false }, - [MonType.Heavy]: { hp: 850, ap: 20, cost: 35, isBoss: false }, - [MonType.Long]: { hp: 190, ap: 35, cost: 25, isBoss: false }, - [MonType.Support]: { hp: 300, ap: 24, cost: 28, isBoss: false }, - [MonType.Summoner]: { hp: 270, ap: 32, cost: 35, isBoss: false }, - [MonType.Assassin]: { hp: 210, ap: 38, cost: 25, isBoss: false }, - [MonType.MeleeBoss]: { hp: 7000, ap: 26, cost: 130, isBoss: true }, - [MonType.LongBoss]: { hp: 2100, ap: 38, cost: 130, isBoss: true }, + [MonType.Melee]: { hp: 350, ap: 16, cost: 22, isBoss: false }, + [MonType.Heavy]: { hp: 1400, ap: 30, cost: 42, isBoss: false }, + [MonType.Long]: { hp: 300, ap: 52, cost: 30, isBoss: false }, + [MonType.Support]: { hp: 480, ap: 36, cost: 34, isBoss: false }, + [MonType.Summoner]: { hp: 420, ap: 48, cost: 42, isBoss: false }, + [MonType.Assassin]: { hp: 330, ap: 58, cost: 30, isBoss: false }, + [MonType.MeleeBoss]: { hp: 12000, ap: 40, cost: 160, isBoss: true }, + [MonType.LongBoss]: { hp: 3500, ap: 58, cost: 160, isBoss: true }, } // ======================== 阶梯(Tier)配置 ======================== @@ -252,11 +252,11 @@ const MAJOR_BOSS_TIERS = new Set([3, 5]) * 主线 15 波映射:wave 1-3 → T1, wave 4-6 → T2, ..., wave 13-15 → T5 */ export const TierConfigs: Record = { - 1: { multiplier: 1.0, budget: 350, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long], isBossTier: false }, - 2: { multiplier: 2.0, budget: 1000, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support], isBossTier: true }, - 3: { multiplier: 3.5, budget: 2300, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin], isBossTier: true }, - 4: { multiplier: 5.5, budget: 4000, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin, MonType.Summoner], isBossTier: true }, - 5: { multiplier: 8.5, budget: 6500, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin, MonType.Summoner], isBossTier: true }, + 1: { multiplier: 1.0, budget: 300, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long], isBossTier: false }, + 2: { multiplier: 2.0, budget: 800, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support], isBossTier: true }, + 3: { multiplier: 3.5, budget: 1800, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin], isBossTier: true }, + 4: { multiplier: 5.5, budget: 3200, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin, MonType.Summoner], isBossTier: true }, + 5: { multiplier: 8.5, budget: 5200, availableTypes: [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Support, MonType.Assassin, MonType.Summoner], isBossTier: true }, } /** @@ -361,105 +361,95 @@ export interface BlueprintTemplate { * 生成引擎根据当前 Tier 和波内位置从中筛选并随机抽取 */ export const BlueprintTemplates: BlueprintTemplate[] = [ - // ---- REST 类 (恢复波:少量怪,让玩家喘口气) ---- { id: "R1", type: TemplateType.REST, tierMin: 1, allowAffix: false, - slots: [{ typePool: [MonType.Melee], countMin: 4, countMax: 7, weight: 1.0 }] }, + slots: [{ typePool: [MonType.Melee], countMin: 3, countMax: 5, weight: 1.0 }] }, { id: "R2", type: TemplateType.REST, tierMin: 2, allowAffix: false, - slots: [{ typePool: [MonType.Melee, MonType.Heavy], countMin: 6, countMax: 10, weight: 1.0 }] }, + slots: [{ typePool: [MonType.Melee, MonType.Heavy], countMin: 4, countMax: 6, weight: 1.0 }] }, { id: "R3", type: TemplateType.REST, tierMin: 3, allowAffix: false, - slots: [{ typePool: [MonType.Melee, MonType.Long], countMin: 8, countMax: 14, weight: 1.0 }] }, + slots: [{ typePool: [MonType.Melee, MonType.Long], countMin: 5, countMax: 8, weight: 1.0 }] }, - // ---- NORMAL 类 ---- - // N1/N2: T1专用(1-5英雄) { id: "N1", type: TemplateType.NORMAL, tierMin: 1, allowAffix: false, - slots: [{ typePool: [MonType.Melee], countMin: 4, countMax: 7, weight: 1.0 }] }, + slots: [{ typePool: [MonType.Melee], countMin: 3, countMax: 5, weight: 1.0 }] }, { id: "N2", type: TemplateType.NORMAL, tierMin: 1, allowAffix: false, slots: [ - { typePool: [MonType.Melee], countMin: 3, countMax: 6, weight: 0.6 }, - { typePool: [MonType.Long], countMin: 2, countMax: 4, weight: 0.4 }, + { typePool: [MonType.Melee], countMin: 2, countMax: 4, weight: 0.6 }, + { typePool: [MonType.Long], countMin: 1, countMax: 3, weight: 0.4 }, ] }, - // N3+: T2起(5-6英雄),正常数量 { id: "N3", type: TemplateType.NORMAL, tierMin: 2, allowAffix: true, slots: [ - { typePool: [MonType.Melee, MonType.Heavy], countMin: 6, countMax: 12, weight: 0.5 }, - { typePool: [MonType.Long], countMin: 4, countMax: 8, weight: 0.3 }, - { typePool: [MonType.Support], countMin: 2, countMax: 5, weight: 0.2 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 3, countMax: 7, weight: 0.5 }, + { typePool: [MonType.Long], countMin: 2, countMax: 5, weight: 0.3 }, + { typePool: [MonType.Support], countMin: 1, countMax: 3, weight: 0.2 }, ] }, { id: "N4", type: TemplateType.NORMAL, tierMin: 3, allowAffix: true, slots: [ - { typePool: [MonType.Melee, MonType.Heavy], countMin: 8, countMax: 14, weight: 0.4 }, - { typePool: [MonType.Long, MonType.Assassin], countMin: 5, countMax: 10, weight: 0.3 }, - { typePool: [MonType.Support], countMin: 3, countMax: 6, weight: 0.3 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 4, countMax: 8, weight: 0.4 }, + { typePool: [MonType.Long, MonType.Assassin], countMin: 3, countMax: 6, weight: 0.3 }, + { typePool: [MonType.Support], countMin: 2, countMax: 4, weight: 0.3 }, ] }, - // ---- MIXED 类 ---- - // M1: T1专用(波3,5英雄) { id: "M1", type: TemplateType.MIXED, tierMin: 1, allowAffix: true, slots: [ - { typePool: [MonType.Melee, MonType.Heavy], countMin: 4, countMax: 7, weight: 0.4 }, - { typePool: [MonType.Long], countMin: 3, countMax: 5, weight: 0.3 }, - { typePool: [MonType.Support], countMin: 1, countMax: 3, weight: 0.3 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 3, countMax: 5, weight: 0.4 }, + { typePool: [MonType.Long], countMin: 2, countMax: 3, weight: 0.3 }, + { typePool: [MonType.Support], countMin: 1, countMax: 2, weight: 0.3 }, ] }, - // M2+: T3起(6英雄) { id: "M2", type: TemplateType.MIXED, tierMin: 3, allowAffix: true, slots: [ - { typePool: [MonType.Melee, MonType.Heavy], countMin: 8, countMax: 14, weight: 0.3 }, - { typePool: [MonType.Long, MonType.Assassin], countMin: 6, countMax: 10, weight: 0.3 }, - { typePool: [MonType.Support], countMin: 4, countMax: 7, weight: 0.4 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 5, countMax: 8, weight: 0.3 }, + { typePool: [MonType.Long, MonType.Assassin], countMin: 3, countMax: 6, weight: 0.3 }, + { typePool: [MonType.Support], countMin: 2, countMax: 4, weight: 0.4 }, ] }, { id: "M3", type: TemplateType.MIXED, tierMin: 4, allowAffix: true, slots: [ - { typePool: [MonType.Melee, MonType.Heavy], countMin: 10, countMax: 16, weight: 0.3 }, - { typePool: [MonType.Long, MonType.Assassin], countMin: 6, countMax: 12, weight: 0.3 }, - { typePool: [MonType.Summoner], countMin: 3, countMax: 5, weight: 0.2 }, - { typePool: [MonType.Support], countMin: 3, countMax: 6, weight: 0.2 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 6, countMax: 10, weight: 0.3 }, + { typePool: [MonType.Long, MonType.Assassin], countMin: 4, countMax: 7, weight: 0.3 }, + { typePool: [MonType.Summoner], countMin: 2, countMax: 3, weight: 0.2 }, + { typePool: [MonType.Support], countMin: 2, countMax: 4, weight: 0.2 }, ] }, - // ---- ELITE 类 (精英波:少但强,考验单兵质量) ---- { id: "E1", type: TemplateType.ELITE, tierMin: 3, allowAffix: true, slots: [ - { typePool: [MonType.Heavy], countMin: 4, countMax: 7, weight: 0.5, forceAffix: true }, - { typePool: [MonType.Long, MonType.Assassin], countMin: 4, countMax: 8, weight: 0.5, forceAffix: true }, + { typePool: [MonType.Heavy], countMin: 2, countMax: 4, weight: 0.5, forceAffix: true }, + { typePool: [MonType.Long, MonType.Assassin], countMin: 2, countMax: 5, weight: 0.5, forceAffix: true }, ] }, { id: "E2", type: TemplateType.ELITE, tierMin: 4, allowAffix: true, slots: [ - { typePool: [MonType.Heavy], countMin: 4, countMax: 7, weight: 0.3, forceAffix: true }, - { typePool: [MonType.Assassin], countMin: 5, countMax: 8, weight: 0.4, forceAffix: true }, - { typePool: [MonType.Support], countMin: 3, countMax: 5, weight: 0.3, forceAffix: true }, + { typePool: [MonType.Heavy], countMin: 2, countMax: 4, weight: 0.3, forceAffix: true }, + { typePool: [MonType.Assassin], countMin: 3, countMax: 5, weight: 0.4, forceAffix: true }, + { typePool: [MonType.Support], countMin: 2, countMax: 3, weight: 0.3, forceAffix: true }, ] }, - // ---- BOSS 类 (Boss波:1个Boss + 大量护卫小怪,制造清杂兵爽感) ---- { id: "B1", type: TemplateType.BOSS, tierMin: 2, allowAffix: true, slots: [ { typePool: [MonType.MeleeBoss], countMin: 1, countMax: 1, weight: 1.0 }, - { typePool: [MonType.Melee], countMin: 6, countMax: 10, weight: 0.5 }, - { typePool: [MonType.Long], countMin: 4, countMax: 7, weight: 0.3 }, - { typePool: [MonType.Support], countMin: 2, countMax: 3, weight: 0.2 }, + { typePool: [MonType.Melee], countMin: 4, countMax: 6, weight: 0.5 }, + { typePool: [MonType.Long], countMin: 2, countMax: 4, weight: 0.3 }, + { typePool: [MonType.Support], countMin: 1, countMax: 2, weight: 0.2 }, ] }, { id: "B2", type: TemplateType.BOSS, tierMin: 2, allowAffix: true, slots: [ { typePool: [MonType.MeleeBoss], countMin: 1, countMax: 1, weight: 1.0 }, - { typePool: [MonType.Melee, MonType.Heavy], countMin: 8, countMax: 12, weight: 0.5 }, - { typePool: [MonType.Long, MonType.Support], countMin: 5, countMax: 8, weight: 0.3 }, - { typePool: [MonType.Assassin], countMin: 2, countMax: 4, weight: 0.2 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 5, countMax: 8, weight: 0.5 }, + { typePool: [MonType.Long, MonType.Support], countMin: 3, countMax: 5, weight: 0.3 }, + { typePool: [MonType.Assassin], countMin: 1, countMax: 3, weight: 0.2 }, ] }, { id: "B3", type: TemplateType.BOSS, tierMin: 3, allowAffix: true, slots: [ { typePool: [MonType.MeleeBoss, MonType.LongBoss], countMin: 1, countMax: 1, weight: 1.0 }, - { typePool: [MonType.Melee, MonType.Heavy], countMin: 8, countMax: 14, weight: 0.35 }, - { typePool: [MonType.Long, MonType.Assassin], countMin: 5, countMax: 10, weight: 0.35 }, - { typePool: [MonType.Support], countMin: 3, countMax: 6, weight: 0.3 }, + { typePool: [MonType.Melee, MonType.Heavy], countMin: 5, countMax: 8, weight: 0.35 }, + { typePool: [MonType.Long, MonType.Assassin], countMin: 3, countMax: 6, weight: 0.35 }, + { typePool: [MonType.Support], countMin: 2, countMax: 4, weight: 0.3 }, ] }, { id: "B4", type: TemplateType.BOSS, tierMin: 4, allowAffix: true, slots: [ { typePool: [MonType.MeleeBoss, MonType.LongBoss], countMin: 1, countMax: 1, weight: 1.0 }, - { typePool: [MonType.Heavy], countMin: 6, countMax: 12, weight: 0.35 }, - { typePool: [MonType.Assassin], countMin: 5, countMax: 8, weight: 0.3 }, - { typePool: [MonType.Summoner, MonType.Support], countMin: 4, countMax: 8, weight: 0.2 }, - { typePool: [MonType.Melee], countMin: 5, countMax: 10, weight: 0.15 }, + { typePool: [MonType.Heavy], countMin: 4, countMax: 7, weight: 0.35 }, + { typePool: [MonType.Assassin], countMin: 3, countMax: 5, weight: 0.3 }, + { typePool: [MonType.Summoner, MonType.Support], countMin: 2, countMax: 5, weight: 0.2 }, + { typePool: [MonType.Melee], countMin: 3, countMax: 6, weight: 0.15 }, ] }, - // ---- 教程专用 (波1: 1个英雄,3只弱怪热身) ---- { id: "TUTORIAL", type: TemplateType.NORMAL, tierMin: 1, allowAffix: false, slots: [{ typePool: [MonType.Melee], countMin: 3, countMax: 3, weight: 1.0 }] }, ]