diff --git a/assets/resources/gui/role_controller.prefab b/assets/resources/gui/role_controller.prefab index 61c37d1b..4f827fcd 100644 --- a/assets/resources/gui/role_controller.prefab +++ b/assets/resources/gui/role_controller.prefab @@ -10905,10 +10905,7 @@ "_fillRange": 0, "_isTrimmedMode": true, "_useGrayscale": false, - "_atlas": { - "__uuid__": "666aafac-e2c4-4580-91da-70192c286746", - "__expectedType__": "cc.SpriteAtlas" - }, + "_atlas": null, "_id": "" }, { diff --git a/assets/script/Design2.md.meta b/assets/script/Design2.md.meta new file mode 100644 index 00000000..e91d49ff --- /dev/null +++ b/assets/script/Design2.md.meta @@ -0,0 +1,11 @@ +{ + "ver": "1.0.1", + "importer": "text", + "imported": true, + "uuid": "f0caf6ad-9ae8-4554-a5d5-facf29822019", + "files": [ + ".json" + ], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/Design3.md.meta b/assets/script/Design3.md.meta new file mode 100644 index 00000000..83c593fe --- /dev/null +++ b/assets/script/Design3.md.meta @@ -0,0 +1,11 @@ +{ + "ver": "1.0.1", + "importer": "text", + "imported": true, + "uuid": "1fbc2338-b0fa-4487-93d0-e6947a97f77e", + "files": [ + ".json" + ], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/game/common/config/TDLevelOptions.ts b/assets/script/game/common/config/TDLevelOptions.ts index df6320d6..de4f116a 100644 --- a/assets/script/game/common/config/TDLevelOptions.ts +++ b/assets/script/game/common/config/TDLevelOptions.ts @@ -17,70 +17,70 @@ export const LEVEL_OPTIONS_TABLE: Record = { { attr: Attrs.AP, value: 15, showValue: 15, weight: 100, desc: "攻击力 +15", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 100, showValue: 100, weight: 100, desc: "生命上限 +100", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 5, showValue: 5, weight: 100, desc: "防御力 +5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.05, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 5, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" }, ], 2: [ { attr: Attrs.AP, value: 16.5, showValue: 16.5, weight: 100, desc: "攻击力 +16.5", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 110, showValue: 110, weight: 100, desc: "生命上限 +110", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 5.5, showValue: 5.5, weight: 100, desc: "防御力 +5.5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.05, showValue: 5.25, weight: 100, desc: "攻击速度 +5.25%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 5.25, showValue: 5.25, weight: 100, desc: "攻击速度 +5.25%", isSpecial: false, note: "常规强化" }, ], 3: [ { attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" }, - { attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, - { attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, - { attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, + { attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, + { attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, ], 4: [ { attr: Attrs.AP, value: 19.5, showValue: 19.5, weight: 100, desc: "攻击力 +19.5", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 130, showValue: 130, weight: 100, desc: "生命上限 +130", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 6.5, showValue: 6.5, weight: 100, desc: "防御力 +6.5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.06, showValue: 5.75, weight: 100, desc: "攻击速度 +5.75%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 5.75, showValue: 5.75, weight: 100, desc: "攻击速度 +5.75%", isSpecial: false, note: "常规强化" }, ], 5: [ // 无强化等级 ], 6: [ { attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" }, - { attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, - { attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, - { attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, + { attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, + { attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, ], 7: [ { attr: Attrs.AP, value: 24, showValue: 24, weight: 100, desc: "攻击力 +24", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 160, showValue: 160, weight: 100, desc: "生命上限 +160", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 8, showValue: 8, weight: 100, desc: "防御力 +8", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.07, showValue: 6.5, weight: 100, desc: "攻击速度 +6.5%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 6.5, showValue: 6.5, weight: 100, desc: "攻击速度 +6.5%", isSpecial: false, note: "常规强化" }, ], 8: [ { attr: Attrs.AP, value: 25.5, showValue: 25.5, weight: 100, desc: "攻击力 +25.5", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 170, showValue: 170, weight: 100, desc: "生命上限 +170", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 8.5, showValue: 8.5, weight: 100, desc: "防御力 +8.5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.07, showValue: 6.75, weight: 100, desc: "攻击速度 +6.75%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 6.75, showValue: 6.75, weight: 100, desc: "攻击速度 +6.75%", isSpecial: false, note: "常规强化" }, ], 9: [ { attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" }, - { attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, - { attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, - { attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, + { attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, + { attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, ], 10: [ // 无强化等级 @@ -89,31 +89,31 @@ export const LEVEL_OPTIONS_TABLE: Record = { { attr: Attrs.AP, value: 30, showValue: 30, weight: 100, desc: "攻击力 +30", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 200, showValue: 200, weight: 100, desc: "生命上限 +200", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 10, showValue: 10, weight: 100, desc: "防御力 +10", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.08, showValue: 7.5, weight: 100, desc: "攻击速度 +7.5%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 7.5, showValue: 7.5, weight: 100, desc: "攻击速度 +7.5%", isSpecial: false, note: "常规强化" }, ], 12: [ { attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" }, - { attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, - { attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, - { attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, + { attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, + { attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, ], 13: [ { attr: Attrs.AP, value: 33, showValue: 33, weight: 100, desc: "攻击力 +33", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 220, showValue: 220, weight: 100, desc: "生命上限 +220", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 11, showValue: 11, weight: 100, desc: "防御力 +11", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.08, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 8, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" }, ], 14: [ { attr: Attrs.AP, value: 34.5, showValue: 34.5, weight: 100, desc: "攻击力 +34.5", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 230, showValue: 230, weight: 100, desc: "生命上限 +230", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 11.5, showValue: 11.5, weight: 100, desc: "防御力 +11.5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.08, showValue: 8.25, weight: 100, desc: "攻击速度 +8.25%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 8.25, showValue: 8.25, weight: 100, desc: "攻击速度 +8.25%", isSpecial: false, note: "常规强化" }, ], 15: [ // 无强化等级 @@ -122,31 +122,31 @@ export const LEVEL_OPTIONS_TABLE: Record = { { attr: Attrs.AP, value: 37.5, showValue: 37.5, weight: 100, desc: "攻击力 +37.5", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 250, showValue: 250, weight: 100, desc: "生命上限 +250", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 12.5, showValue: 12.5, weight: 100, desc: "防御力 +12.5", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.09, showValue: 8.75, weight: 100, desc: "攻击速度 +8.75%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 8.75, showValue: 8.75, weight: 100, desc: "攻击速度 +8.75%", isSpecial: false, note: "常规强化" }, ], 17: [ { attr: Attrs.AP, value: 39, showValue: 39, weight: 100, desc: "攻击力 +39", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 260, showValue: 260, weight: 100, desc: "生命上限 +260", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 13, showValue: 13, weight: 100, desc: "防御力 +13", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.09, showValue: 9, weight: 100, desc: "攻击速度 +9%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 9, showValue: 9, weight: 100, desc: "攻击速度 +9%", isSpecial: false, note: "常规强化" }, ], 18: [ { attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" }, - { attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, - { attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, - { attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, - { attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" }, + { attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" }, + { attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" }, + { attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" }, ], 19: [ { attr: Attrs.AP, value: 42, showValue: 42, weight: 100, desc: "攻击力 +42", isSpecial: false, note: "常规强化" }, { attr: Attrs.HP_MAX, value: 280, showValue: 280, weight: 100, desc: "生命上限 +280", isSpecial: false, note: "常规强化" }, { attr: Attrs.DEF, value: 14, showValue: 14, weight: 100, desc: "防御力 +14", isSpecial: false, note: "常规强化" }, - { attr: Attrs.AS, value: 0.1, showValue: 9.5, weight: 100, desc: "攻击速度 +9.5%", isSpecial: false, note: "常规强化" }, + { attr: Attrs.AS, value: 9.5, showValue: 9.5, weight: 100, desc: "攻击速度 +9.5%", isSpecial: false, note: "常规强化" }, ], 20: [ // 无强化等级 diff --git a/assets/script/game/common/config/TalSet.ts b/assets/script/game/common/config/TalSet.ts index 0e9985a5..c2f8a882 100644 --- a/assets/script/game/common/config/TalSet.ts +++ b/assets/script/game/common/config/TalSet.ts @@ -94,9 +94,9 @@ export const talConf: Record = { 7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON, desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"}, - 7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, + 7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:10,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会回复10%的生命值"}, - 7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON, + 7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:10,attrs:TalAttrs.NON, desc:"普通攻击3次后, 会回复10%的蓝值"}, 7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE, desc:"普通攻击3次后, 获得5%的冻结率"}, diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 71833d8b..b29c49b3 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -120,7 +120,7 @@ export class HeroAttrsComp extends ecs.Comp { add_hp(value:number,isValue:boolean){ let addValue = value; if(!isValue){ - addValue = value * this.Attrs[Attrs.HP_MAX]; + addValue = value * this.Attrs[Attrs.HP_MAX] / 100; } let heroView = this.ent.get(HeroViewComp); if(heroView){ @@ -132,7 +132,7 @@ export class HeroAttrsComp extends ecs.Comp { add_mp(value:number,isValue:boolean){ let addValue = value; if(!isValue){ - addValue = value * this.Attrs[Attrs.MP_MAX]; + addValue = value * this.Attrs[Attrs.MP_MAX] / 100; } let heroView = this.ent.get(HeroViewComp); if(heroView){ @@ -143,6 +143,9 @@ export class HeroAttrsComp extends ecs.Comp { } add_shield(value:number,isValue:boolean){ let addValue = value; + if(!isValue){ + addValue = value * this.Attrs[Attrs.HP_MAX] / 100; + } this.shield += addValue; this.shield = Math.max(0, Math.min(this.shield, this.Attrs[Attrs.HP_MAX])); }