fix(英雄属性): 修复百分比属性计算错误并统一数值格式
refactor(配置表): 将百分比属性值从小数改为整数形式 fix(技能): 修正回血回蓝天赋的百分比值从1%改为10% fix(护盾): 添加百分比护盾值计算 style(资源): 移除角色控制器中无用的_atlas引用 chore(元数据): 添加Design2和Design3的元数据文件
This commit is contained in:
@@ -17,70 +17,70 @@ export const LEVEL_OPTIONS_TABLE: Record<number, ITDLevelOption[]> = {
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{ attr: Attrs.AP, value: 15, showValue: 15, weight: 100, desc: "攻击力 +15", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 100, showValue: 100, weight: 100, desc: "生命上限 +100", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 5, showValue: 5, weight: 100, desc: "防御力 +5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 0.05, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 5, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" },
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],
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2: [
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{ attr: Attrs.AP, value: 16.5, showValue: 16.5, weight: 100, desc: "攻击力 +16.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 110, showValue: 110, weight: 100, desc: "生命上限 +110", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 5.5, showValue: 5.5, weight: 100, desc: "防御力 +5.5", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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3: [
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{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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4: [
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{ attr: Attrs.AP, value: 19.5, showValue: 19.5, weight: 100, desc: "攻击力 +19.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 130, showValue: 130, weight: 100, desc: "生命上限 +130", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 6.5, showValue: 6.5, weight: 100, desc: "防御力 +6.5", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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5: [
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// 无强化等级
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],
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6: [
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{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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7: [
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{ attr: Attrs.AP, value: 24, showValue: 24, weight: 100, desc: "攻击力 +24", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 160, showValue: 160, weight: 100, desc: "生命上限 +160", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 8, showValue: 8, weight: 100, desc: "防御力 +8", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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8: [
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{ attr: Attrs.AP, value: 25.5, showValue: 25.5, weight: 100, desc: "攻击力 +25.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 170, showValue: 170, weight: 100, desc: "生命上限 +170", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 8.5, showValue: 8.5, weight: 100, desc: "防御力 +8.5", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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9: [
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{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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10: [
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// 无强化等级
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@@ -89,31 +89,31 @@ export const LEVEL_OPTIONS_TABLE: Record<number, ITDLevelOption[]> = {
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{ attr: Attrs.AP, value: 30, showValue: 30, weight: 100, desc: "攻击力 +30", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 200, showValue: 200, weight: 100, desc: "生命上限 +200", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 10, showValue: 10, weight: 100, desc: "防御力 +10", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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12: [
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{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
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{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.CRITICAL, value: 14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
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{ attr: Attrs.CRITICAL_DMG, value: 40, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
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{ attr: Attrs.STUN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.FREEZE_CHANCE, value: 10, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BURN_CHANCE, value: 10, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.BACK_CHANCE, value: 10, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.SLOW_CHANCE, value: 10, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.LIFESTEAL, value: 10, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
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{ attr: Attrs.MANASTEAL, value: 10, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
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],
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13: [
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{ attr: Attrs.AP, value: 33, showValue: 33, weight: 100, desc: "攻击力 +33", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 220, showValue: 220, weight: 100, desc: "生命上限 +220", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 11, showValue: 11, weight: 100, desc: "防御力 +11", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 0.08, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.AS, value: 8, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" },
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],
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14: [
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{ attr: Attrs.AP, value: 34.5, showValue: 34.5, weight: 100, desc: "攻击力 +34.5", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.HP_MAX, value: 230, showValue: 230, weight: 100, desc: "生命上限 +230", isSpecial: false, note: "常规强化" },
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{ attr: Attrs.DEF, value: 11.5, showValue: 11.5, weight: 100, desc: "防御力 +11.5", isSpecial: false, note: "常规强化" },
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{ 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" },
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{ 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" },
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],
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15: [
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// 无强化等级
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@@ -122,31 +122,31 @@ export const LEVEL_OPTIONS_TABLE: Record<number, ITDLevelOption[]> = {
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{ attr: Attrs.AP, value: 37.5, showValue: 37.5, weight: 100, desc: "攻击力 +37.5", isSpecial: false, note: "常规强化" },
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{ 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
|
||||
|
||||
@@ -94,9 +94,9 @@ export const talConf: Record<number, ItalConf> = {
|
||||
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"},
|
||||
|
||||
@@ -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]));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user