feat(skill): add trigger probability and pity system for attack/attacked triggers

1. 新增技能触发概率配置与保底叠加机制,仅对攻击/受击触发生效
2. 前端编辑器新增t_chance概率与pity_add保底增量配置项
3. 技能描述文案支持展示触发概率
4. 运行时新增概率判定与保底缓存逻辑,兼容存量配置
This commit is contained in:
pan
2026-09-21 15:25:02 +08:00
parent 51256a2813
commit be6d941b90
5 changed files with 261 additions and 152 deletions

View File

@@ -81,11 +81,13 @@ const PLACEHOLDER_PATTERN = /\{(\w+)\}/g;
* atking/atked 为周期循环触发(运行时按次数取模判定),拼为"每攻击N次"/"每受击N次"
* 表达循环语义(N=1 时退化为"每次攻击"/"每次受击");其余类型直接用触发名(召唤/死亡后/回合开始)。
*/
function buildTriggerLabel(type: SkillTriggerType, tNum: number): string {
function buildTriggerLabel(type: SkillTriggerType, tNum: number, chance?: number): string {
if (type === SkillTriggerType.Atking || type === SkillTriggerType.Atked) {
// 配置了 t_chance 且 < 100 时追加概率说明(保底叠加为隐藏机制,不在文案展示)
const chanceSeg = chance !== undefined && chance < 100 ? `(${valueRich(Math.round(chance))}%概率)` : "";
return tNum <= 1
? `每次${SkillTriggerName[type]}`
: `每${SkillTriggerName[type]}${valueRich(tNum)}次`;
? `每次${SkillTriggerName[type]}${chanceSeg}`
: `每${SkillTriggerName[type]}${valueRich(tNum)}次${chanceSeg}`;
}
return SkillTriggerName[type];
}
@@ -226,7 +228,7 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s
tmpl = tmpl ?? entries[0]?.desc;
const text = tmpl ? renderDesc(tmpl, skill) : fallbackDesc(skill);
// 触发语境:"每攻击N次"循环语义(buildTriggerLabel),逗号衔接效果文本
const trig = buildTriggerLabel(type, item.t_num);
const trig = buildTriggerLabel(type, item.t_num, item.t_chance);
parts.push(`${trig}, ${text}`);
}
// dead 组内的复活效果(revive_hp / revive_count)并入同一行
@@ -499,7 +501,7 @@ function collectTriggerTiers(hero: heroInfo, type: SkillTriggerType, skillUuid:
tNum: e.t_num,
};
});
const label = buildTriggerLabel(type, sorted[0].t_num);
const label = buildTriggerLabel(type, sorted[0].t_num, sorted[0].t_chance);
return { tiers, label };
}

View File

@@ -1,4 +1,4 @@
import { v3 } from "cc"
import { v3 } from "cc"
import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
@@ -424,8 +424,8 @@ export interface heroInfo {
[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
[SkillTriggerType.FEnd]?: TriggerGrouped; // 回合结束时释放的技能配置
[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
[SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
[SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数, t_chance: 触发概率(%),pity_add: 未触发时下次概率增量
[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数, t_chance: 触发概率(%),pity_add: 未触发时下次概率增量
dis?: number; // 攻击距离(像素)
speed?: number; // 移动速度(像素/秒)
dodge?: number; // 闪避率(百分点,缺省由初始化处兜底为全局默认值)
@@ -504,6 +504,11 @@ export interface LvTriggerEntry {
s_lv?: SkillLv; // 此档对应的技能等级(标注用,便于面板显示"技能Lv.x")
name?: string; // 该 s_uuid 触发技能组的对外展示名(写在第 1 档,作为组名)
t_num: number;
/** 触发概率(百分点 0~100,缺省 100 必触发;仅 Atking/Atked 攻受击触发生效) */
t_chance?: number;
/** 保底叠加:判定未触发时,为该 s_uuid 累积下次概率增量(百分点)。
* 缺省/0 = 不叠加;触发成功后清零,最终概率封顶 100 */
pity_add?: number;
overrides?: SkillOverrides;
/** 此档描述模板:缺省回退该组第 1 档 desc;由 HeroSkillText 渲染合并后实时数值。
* 显式配置后弹窗提升档(slv2+)直接展示该模板渲染结果,优先于自动 diff */
@@ -516,6 +521,20 @@ export interface LvTriggerEntry {
*/
export type TriggerGrouped = Record<number /*s_uuid*/, LvTriggerEntry[]>;
/**
* 运行时生效的触发条目(resolveTriggerByLv 产出):
* 每个 s_uuid 取 ≤lv 最大档的扁平结果,供触发器/评分/文案消费。
*/
export interface ResolvedTriggerEntry {
s_uuid: number;
t_num: number;
/** 触发概率(百分点,缺省 100 必触发;仅 Atking/Atked 生效) */
t_chance?: number;
/** 保底叠加:未触发时累积的下次概率增量(百分点,触发成功后清零) */
pity_add?: number;
overrides?: SkillOverrides;
}
/**
* 驻场光环词条:uuid 指向 FieldSkillSet 底座(类型/图标/元数据),
* value 为该词条实际生效数值(由配置处按档位指定,不再随 uuid 分档)。
@@ -572,12 +591,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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 }, desc: "普通攻击 造成 120% 伤害" },
],
},
6301: { uuid: 6301, name: "魔法盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30}, desc: "{target}获得生命最大值{ap}%的护盾",
6301: {
uuid: 6301, name: "魔法盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "ap": 30 }, desc: "{target}获得生命最大值{ap}%的护盾",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 60 }, desc: "{target}获得生命最大值{ap}%的护盾" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 120 }, desc: "{target}获得生命最大值{ap}%的护盾" },
@@ -598,12 +619,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "对{target}造成攻击力{ap}%伤害",
6004: {
uuid: 6004, name: "强化普攻", 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 }, desc: "普通攻击造成 120% 攻击伤害" },
],
},
6101: { uuid: 6101, name: "气斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7002,"icon":"Stat_AttackSpeed_02"}, 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: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7002, "icon": "Stat_AttackSpeed_02" }, 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 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 180, "bck": 60, "buff_value": 40 }, 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)" },
@@ -624,12 +647,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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: "普通攻击有{stun}%概率击晕敌人" },
],
},
6104: { uuid: 6104, name: "开山斧", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":300,"stun":100}, 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: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 300, "stun": 100 }, 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 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "stun": 100 } },
@@ -648,12 +673,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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: "普通攻击有{crt}%概率暴击" },
],
},
6100: { uuid: 6100, name: "光闪", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150}, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
6100: {
uuid: 6100, name: "光闪", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150 }, 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 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350 } },
@@ -672,12 +699,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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_debuff_id": 7007, "debuff_value": 30, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
],
},
6103: { uuid: 6103, name: "闪电斩", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150}, desc: "高速斩击{target},造成攻击力{ap}%伤害",
6103: {
uuid: 6103, name: "闪电斩", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150 }, desc: "高速斩击{target},造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_debuff_id": 7007, "debuff_value": 40 }, desc: "高速斩击{target},造成攻击力{ap}%,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "timed_debuff_id": 7007, "debuff_value": 60 }, desc: "高速斩击{target},造成攻击力{ap}%,附带 50% 概率麻痹,并使目标出血(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
@@ -696,12 +725,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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: { "frz": 10 }, desc: "普通攻击有{frz}%概率 冰冻敌人" },
],
},
6150: { uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"frz":30,"icon":"Stat_AttackRangeIncrease_02"}, 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: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "frz": 30, "icon": "Stat_AttackRangeIncrease_02" }, 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 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "frz": 70 } },
@@ -720,12 +751,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害",
6010: {
uuid: 6010, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck_chance": 20 }, desc: "普通攻击有{bck_chance}%概率击退敌人" },
],
},
6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"bck":100}, 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: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 250, "bck": 100 }, 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 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "bck": 100, "summon_count": 2 } },
@@ -744,12 +777,14 @@ export const HeroInfo: Record<number, heroInfo> = {
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, name: "强化普攻", 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, name: "强化普攻", 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: { "ap": 120 }, desc: "普通攻击造成 120% 攻击伤害" },
],
},
6302: { uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"ap":30}, desc: "为{target}回复攻击力{ap}%生命",
6302: {
uuid: 6302, name: "治疗", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "ap": 30 }, desc: "为{target}回复攻击力{ap}%生命",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 40 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 50 } },
@@ -770,12 +805,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5009: {
uuid: 5009, name: "甲虫领主", path: "hk2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
skills: {
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0,
6004: {
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6502, "chance": 10, "overrides": { "ap": 5, "TGroup": TGroup.Self } } }, desc: "普通攻击有 10% 的概率为自己释放回春(5 秒恢复生命值的{ap}%)" },
],
},
6102: { uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":250,"bck":30},
6102: {
uuid: 6102, lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 250, "bck": 30 },
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 300, "bck": 50 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "bck": 70 } },
@@ -796,12 +833,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5010: {
uuid: 5010, name: "火箭哥", path: "ha2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
skills: {
6006: { uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0,
6006: {
uuid: 6006, name: "强化普攻", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 100, "bck_chance": 10 } },
],
},
6151: { uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":70,"summon_count":5,"bck_chance":100},
6151: {
uuid: 6151, lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 70, "summon_count": 5, "bck_chance": 100 },
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 80, "summon_count": 5, "bck_chance": 100 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "bck_chance": 100, "ap": 100, "summon_count": 6 } },
@@ -822,12 +861,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5011: {
uuid: 5011, name: "控血大师", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def,
skills: {
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
6004: {
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6502, "chance": 10, "overrides": { "ap": 5 } } }, desc: "普攻有 10% 概率,对自己释放回春(5 秒回复5% 生命)" },
],
},
6517: { uuid: 6517, name: "生命爆发", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":30,"buff_duration":10}, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒",
6517: {
uuid: 6517, name: "生命爆发", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "buff_value": 30, "buff_duration": 10 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 40, "buff_duration": 10 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "buff_value": 50, "buff_duration": 15 }, desc: "全体友方最大生命值提升{buff_value}%,持续{dur}秒" },
@@ -848,12 +889,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5012: {
uuid: 5012, name: "疾风法师", path: "hm2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap, def: HERO_ROLE_BASE[HRole.Mage].def,
skills: {
6009: { uuid: 6009, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
6009: {
uuid: 6009, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6507, "chance": 10, "overrides": { "buff_value": 30, "TGroup": TGroup.Self } } } },
],
},
6201: { uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":100,"summon_count":2,"proc_skill":{"s_uuid":6507,"chance":20,"overrides":{"buff_value":20}}}, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
6201: {
uuid: 6201, name: "飓风", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 100, "summon_count": 2, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 100, "summon_count": 3, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 100, "summon_count": 4, "proc_skill": { "s_uuid": 6507, "chance": 20, "overrides": { "buff_value": 20 } } }, desc: "召唤 {summon_count} 道飓风攻击前方敌人,每道飓风造成 {ap}%伤害,每道飓风释放时有<color=#3CE66E>20</color>% 概率增加全体队友<color=#3CE66E>20</color>% 攻速" },
@@ -872,12 +915,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5013: {
uuid: 5013, name: "反伤哥", path: "hh2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def,
skills: {
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
6004: {
uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7029, "buff_value": 10, "buff_chance": 20 } },
],
},
6515: { uuid: 6515, name: "荆棘护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"buff_value":20,"TGroup": TGroup.Ally,"hit_count":3,"buff_duration":5},
6515: {
uuid: 6515, name: "荆棘护盾", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "buff_value": 20, "TGroup": TGroup.Ally, "hit_count": 3, "buff_duration": 5 },
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 25, "TGroup": TGroup.Ally, "hit_count": 3, "buff_duration": 10 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "buff_value": 30, "buff_duration": 10, "hit_count": 3, "TGroup": TGroup.Ally } },
@@ -898,12 +943,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5014: {
uuid: 5014, name: "闪避哥", path: "hk4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap, def: HERO_ROLE_BASE[HRole.Warrior].def,
skills: {
6004: { uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
6004: {
uuid: 6004, name: "普攻强化", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0,
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7030, "buff_value": 10, "buff_chance": 20 } },
],
},
6100: { uuid: 6100, name: "寒冰斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":200,"timed_buff_id":7030,"buff_value":50},
6100: {
uuid: 6100, name: "寒冰斩", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 200, "timed_buff_id": 7030, "buff_value": 50 },
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_buff_id": 7030, "buff_value": 50 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "timed_buff_id": 7030, "buff_value": 80 } },
@@ -922,12 +969,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5015: {
uuid: 5015, name: "毒箭猎手", path: "ha3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp + 10, ap: HERO_ROLE_BASE[HRole.Archer].ap, def: HERO_ROLE_BASE[HRole.Archer].def,
skills: {
6007: { uuid: 6007, name: "淬毒箭", 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",
6007: {
uuid: 6007, name: "淬毒箭", 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: { "timed_debuff_id": 7005, "debuff_value": 30, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)" },
],
},
6150: { uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7005,"debuff_value":30,"debuff_chance":50,"icon":"4-Apply-Poison"}, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
6150: {
uuid: 6150, name: "万箭齐发·毒", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7005, "debuff_value": 30, "debuff_chance": 50, "icon": "4-Apply-Poison" }, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{debuff_chance}%概率使目标中毒(每0.5秒受到{debuff_value}点伤害,持续{dur}秒)",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "buff_value": 40, "buff_chance": 60 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "buff_value": 60, "buff_chance": 80, "hit_count": 2 }, desc: "毒箭如雨,对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标中毒(每0.5秒受到{buff_value}点伤害,持续{dur}秒),每支箭可命中{hit_count}个目标" },
@@ -951,12 +1000,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5016: {
uuid: 5016, name: "连珠神射", path: "ha4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 10, def: HERO_ROLE_BASE[HRole.Archer].def,
skills: {
6008: { uuid: 6008, name: "连珠箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VeryFast].cd, ccd: 0, overrides: {"ap":100}, desc: "极速连射,对{target}造成攻击力{ap}%伤害",
6008: {
uuid: 6008, name: "连珠箭", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VeryFast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "极速连射,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "crt": 20, "proc_skill": { "s_uuid": 6007, "chance": 20, "overrides": { "crt": 100 } } }, desc: "普通攻击暴击率提升{crt}%,并有概率触发连射追箭(必定暴击)" },
],
},
6151: { uuid: 6151, name: "裂空箭雨", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: {"ap":150,"crt":30,"summon_count":5}, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击",
6151: {
uuid: 6151, name: "裂空箭雨", lv: 1, cd: UltCdSet[UltCdLv.VeryFast].cd, ccd: 0, overrides: { "ap": 150, "crt": 30, "summon_count": 5 }, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "crt": 50 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "crt": 70, "summon_count": 6, "hit_count": 2 }, desc: "箭雨倾泻,对{target}造成攻击力{ap}%伤害,{crt}%概率暴击,每支箭可命中{hit_count}个目标" },
@@ -980,12 +1031,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5017: {
uuid: 5017, name: "碎甲术士", path: "hm3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
skills: {
6012: { uuid: 6012, name: "蚀甲酸瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出酸瓶,对{target}造成攻击力{ap}%伤害",
6012: {
uuid: 6012, name: "蚀甲酸瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出酸瓶,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_debuff_id": 7008, "debuff_chance": 30 }, desc: "普通攻击有{debuff_chance}%概率使目标破甲(防御降低,持续{dur}秒)" },
],
},
6203: { uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":150,"timed_debuff_id":7008}, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
6203: {
uuid: 6203, name: "碎甲能量波", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 150, "timed_debuff_id": 7008 }, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲(防御降低,持续{dur}秒)",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "buff_value": -70 }, desc: "释放碎甲能量波,对{target}造成攻击力{ap}%伤害,并使目标破甲加深(防御大幅降低,持续{dur}秒)" },
@@ -1009,12 +1062,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5018: {
uuid: 5018, name: "雷暴领主", path: "hm4", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 10, ap: HERO_ROLE_BASE[HRole.Mage].ap + 20, def: HERO_ROLE_BASE[HRole.Mage].def,
skills: {
6009: { uuid: 6009, name: "雷霆弹", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出雷霆弹,对{target}造成攻击力{ap}%伤害",
6009: {
uuid: 6009, name: "雷霆弹", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出雷霆弹,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "para": 15 }, desc: "普通攻击有{para}%概率麻痹敌人,减缓其技能冷却恢复" },
],
},
6203: { uuid: 6203, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: {"ap":200,"para":40}, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
6203: {
uuid: 6203, name: "雷霆裂空", lv: 1, cd: UltCdSet[UltCdLv.Normal].cd, ccd: 0, overrides: { "ap": 200, "para": 40 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "para": 60 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹敌人" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 300, "para": 80, "hit_count": 3 }, desc: "释放雷霆裂空波,对{target}造成攻击力{ap}%伤害,可多次命中,{para}%概率麻痹敌人" },
@@ -1038,12 +1093,14 @@ export const HeroInfo: Record<number, heroInfo> = {
5019: {
uuid: 5019, name: "圣盾贤者", path: "hm5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp + 20, ap: HERO_ROLE_BASE[HRole.Mage].ap - 5, def: HERO_ROLE_BASE[HRole.Mage].def + 5,
skills: {
6011: { uuid: 6011, name: "圣光飞瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "掷出圣光飞瓶,对{target}造成攻击力{ap}%伤害",
6011: {
uuid: 6011, name: "圣光飞瓶", lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "掷出圣光飞瓶,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "proc_skill": { "s_uuid": 6516, "chance": 20, "overrides": { "timed_buff_id": 7028, "buff_value": 10 } } }, desc: "普通攻击概率凝聚荆棘护体(受击时反弹{buff_value}%所受伤害,持续{dur}秒)" },
],
},
6301: { uuid: 6301, name: "奥术圣壁", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: {"TGroup": TGroup.Ally,"ap":20,"timed_buff_id":7027,"buff_value":10}, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)",
6301: {
uuid: 6301, name: "奥术圣壁", lv: 1, cd: UltCdSet[UltCdLv.VerySlow].cd, ccd: 0, overrides: { "TGroup": TGroup.Ally, "ap": 20, "timed_buff_id": 7027, "buff_value": 10 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 30, "buff_value": 15 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 40, "buff_value": 20 }, desc: "为全体友方施加生命最大值{ap}%的护盾,并附加荆棘(受击时反弹{buff_value}点伤害,持续{dur}秒)" },
@@ -1280,9 +1337,9 @@ export const HERO_POWER_WEIGHTS = {
* 解析触发技能在目标等级下的有效条目列表。
* 每个 s_uuid 取 ≤lv 的最大档;返回扁平数组供评分/触发器消费。
*/
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] {
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): ResolvedTriggerEntry[] {
if (!grouped) return [];
const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = [];
const result: ResolvedTriggerEntry[] = [];
for (const key in grouped) {
const entries = grouped[key];
if (!entries || entries.length === 0) continue;
@@ -1290,7 +1347,7 @@ export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: numb
for (const e of entries) {
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
}
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, overrides: pick.overrides });
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, t_chance: pick.t_chance, pity_add: pick.pity_add, overrides: pick.overrides });
}
return result;
}
@@ -1595,7 +1652,7 @@ export interface HeroPowerDetailed {
/** 计算普通触发类技能(atking/atked/fstart/dead)的详细价值 */
function calcTriggerPowerDetailed(
triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
triggerConfigs: ResolvedTriggerEntry[],
hero: heroInfo,
targetLv: number,
type: SkillTriggerType,
@@ -1636,7 +1693,9 @@ function calcTriggerPowerDetailed(
}
const triggerCount = getTriggerCount(type, tNum, hero, seconds);
const value = effectValue * triggerCount * scopeMul * weight;
// 期望折算:按基础触发概率缩放(保底叠加提升的是方差体验,不影响长期期望)
const chanceMul = (trig.t_chance ?? 100) / 100;
const value = effectValue * triggerCount * scopeMul * weight * chanceMul;
total += value;
items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value });
}

View File

@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole } from "../common/config/heroSet";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole, ResolvedTriggerEntry } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -64,20 +64,26 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 运行时解析缓存(按当前等级 resolve 后的有效列表) ====================
/** 当前等级下生效的攻击触发条目(供 SkillTriggerHelper 消费) */
runtime_atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_atking?: ResolvedTriggerEntry[];
/** 当前等级下生效的受击触发条目 */
runtime_atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_atked?: ResolvedTriggerEntry[];
/** 当前等级下生效的召唤触发条目 */
runtime_call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_call?: ResolvedTriggerEntry[];
/** 当前等级下生效的死亡触发条目 */
runtime_dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_dead?: ResolvedTriggerEntry[];
/** 当前等级下生效的战前触发条目 */
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_fstart?: ResolvedTriggerEntry[];
/** 当前等级下生效的回合结束触发条目 */
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_fend?: ResolvedTriggerEntry[];
/** 当前等级下生效的驻场光环词条列表 */
runtime_field?: FieldEntry[];
// ==================== 触发概率保底缓存(key: s_uuid, value: 已累积的概率增量百分点) ====================
/** 攻击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
pity_atking: Record<number, number> = {};
/** 受击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
pity_atked: Record<number, number> = {};
// ==================== 特殊属性 ====================
critical: number = 0; // 暴击率
critical_res: number = 0; // 暴击抗性
@@ -759,6 +765,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.runtime_fstart = undefined;
this.runtime_fend = undefined;
this.runtime_field = undefined;
// 清空触发概率保底叠加缓存
this.pity_atking = {};
this.pity_atked = {};
this.critical = 0;
this.critical_res = 0;
this.dodge = 0;

View File

@@ -1,6 +1,6 @@
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { ResolvedTriggerEntry, SkillTriggerType } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { FacSet } from "../common/config/GameSet";
@@ -118,7 +118,8 @@ export class SkillTriggerHelper {
model.runtime_atking.forEach(atkConfig => {
// atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
if (model.atk_count > 0 && model.atk_count % tNum === 0) {
if (model.atk_count > 0 && model.atk_count % tNum === 0
&& this.rollTriggerChance(model, SkillTriggerType.Atking, atkConfig)) {
for (let i = 0; i < triggerCount; i++) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides);
}
@@ -149,7 +150,8 @@ export class SkillTriggerHelper {
model.runtime_atked.forEach(atkConfig => {
// atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
if (model.atked_count > 0 && model.atked_count % tNum === 0) {
if (model.atked_count > 0 && model.atked_count % tNum === 0
&& this.rollTriggerChance(model, SkillTriggerType.Atked, atkConfig)) {
for (let i = 0; i < triggerCount; i++) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides);
}
@@ -157,6 +159,31 @@ export class SkillTriggerHelper {
});
}
/**
* 触发概率判定 + 保底叠加(仅 Atking/Atked 消费)
* 次数条件达成后按 t_chance(缺省 100 必触发,兼容存量配置)掷骰;
* 未命中且配置 pity_add > 0 时,为该 s_uuid 累积下次概率增量,形成"越不触发越容易触发"的保底体验;
* 触发成功后清空叠加,最终概率封顶 100。
*
* @param model 施法者属性组件(保底缓存挂载于此)
* @param type 触发类型(决定读/写哪份保底缓存)
* @param config 当前生效的触发条目
* @returns 是否通过概率判定
*/
private static rollTriggerChance(model: HeroAttrsComp, type: SkillTriggerType, config: ResolvedTriggerEntry): boolean {
const pityMap = type === SkillTriggerType.Atking ? model.pity_atking : model.pity_atked;
const chance = Math.min(100, (config.t_chance ?? 100) + (pityMap[config.s_uuid] ?? 0));
if (chance >= 100 || Math.random() * 100 < chance) {
pityMap[config.s_uuid] = 0; // 触发成功:清空保底叠加
return true;
}
const pityAdd = config.pity_add ?? 0;
if (pityAdd > 0) {
pityMap[config.s_uuid] = (pityMap[config.s_uuid] ?? 0) + pityAdd;
}
return false;
}
/**
* 通用的数组型触发器处理(适用于 FStart 等无需额外判定的简单列表触发)
*/

View File

@@ -15,9 +15,17 @@
<el-option v-for="n in 5" :key="n" :label="`Lv${n}`" :value="n" />
</el-select>
</el-form-item>
<el-form-item label="t_num (1=每次,3≈33%,4≈25%)">
<el-form-item label="t_num 次数阈值(1=每次)">
<el-input-number v-model="entry.t_num" :min="1" :controls="false" style="width: 100%" />
</el-form-item>
<template v-if="chanceVisible">
<el-form-item label="t_chance 触发概率%(空=100)">
<el-input-number v-model="entry.t_chance" :min="0" :max="100" :controls="false" style="width: 100%" placeholder="缺省必触发" />
</el-form-item>
<el-form-item label="pity_add 保底叠加%(空=0)">
<el-input-number v-model="entry.pity_add" :min="0" :max="100" :controls="false" style="width: 100%" placeholder="未触发时下次概率增量" />
</el-form-item>
</template>
<el-form-item label="组名(仅第1档)" v-if="idx === 0">
<el-input v-model="entry.name" />
</el-form-item>
@@ -42,18 +50,22 @@
</template>
<script setup>
import { ref } from 'vue'
import { computed, ref } from 'vue'
import OverrideEditor from './OverrideEditor.vue'
import { defaultTriggerEntry } from '../constants'
const props = defineProps({
model: { type: Object, required: true }, // TriggerGrouped
// 触发组 key(atking/atked/fstart/fend/dead),决定是否展示概率参数
group: { type: String, default: '' },
skillOptions: { type: Array, default: () => [] },
skillMap: { type: Object, default: () => ({}) },
// 全部 buff 候选(timed_buff_id 下拉用),由 App 透传
buffOptions: { type: Array, default: () => [] },
})
const newSid = ref(null)
// 概率参数仅攻/受击触发消费(fstart/fend/dead 固定触发)
const chanceVisible = computed(() => props.group === 'atking' || props.group === 'atked')
function skillName(sid) {
return props.skillMap[sid]?.name || ''