feat(怪物系统): 添加怪物配置和基础技能
- 删除旧的Design4.md设计文档 - 新增Design4.csv和Design4_monsters.md怪物配置表 - 在SkillSet.ts中添加怪物基础近战和远程攻击技能 - 调整heroSet.ts中怪物单位的属性和技能配置
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assets/script/Design4.csv
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assets/script/Design4.csv
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配置怪物名称,出现时间,攻击,初始血量,移速,针对天赋/流派,特殊属性,技能描述
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空壳骷髅,00:00,5,20,2.2,基础成长,无,无
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腐毒蜂群,01:30,3,10,3.5,7001(风怒)/AOE,集群特性,数量优先:刷新频率随时间+10%
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笨拙石怪,03:00,12,250,1.0,7008(会心)/破甲,坚硬:30%基础减伤,塔盾:为后方怪物提供护盾
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自爆邪灵,05:00,100,80,4.5,7007(击退)/眩晕,速攻:优先锁定立桩,死志:触碰目标后瞬间造成150点范围伤害
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折射水晶怪,07:00,15,600,1.5,7001(高频风怒),分裂特性,受击增殖:受击10次后分裂出2个幼体
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攻城工兵,08:30,80,350,2.0,7102(护盾)/伙伴拦截,拆迁:优先攻击防御塔,定点爆破:对塔和立桩造成300%伤害
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淤泥巨兽,10:00,20,2000,0.8,陷阱流/7005(冰冻),填埋:免疫并封印陷阱,泥浆喷吐:远程封印最前方的一座塔
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计数窃取者,11:00,25,800,2.4,天赋计数博弈,干扰:减少玩家计数,灵力抽取:周期性扣除英雄天赋计数1点
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复仇亡魂,12:30,40,1200,1.8,7101(反击)/减伤,荆棘:20%反弹伤害,灵魂锁链:链接并平摊范围内怪物伤害
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虚空先知(精英),14:00,100,25000,3.0,7301(升级爆发),虚化:仅大招后5秒可见,大招重置:随机打乱英雄的天赋计数
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灭世裁决者(BOSS),15:00,500,100000,1.2,全天赋/神装英雄,神性:免疫所有控制,天罚:摧毁全场陷阱并进入狂暴形态
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你正在开发一个 手机小游戏,已1个玩家角色在固定位置对抗源源不断从右边刷入的怪物,固定一局为15分钟,采用肉鸽模式,怪物
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目前技能系统还缺少 buff技能的释放,分析下 先制定方案后等待下一步确认
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assets/script/Design4_monsters.md
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assets/script/Design4_monsters.md
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# 怪物配置表
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| 配置怪物名称 | 出现时间 | 攻击 | 初始血量 | 移速 | 针对天赋/流派 | 特殊属性 | 技能描述 |
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| :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- |
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| 空壳骷髅 | 00:00 | 5 | 20 | 2.2 | 基础成长 | 无 | 无 |
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| 腐毒蜂群 | 01:30 | 3 | 10 | 3.5 | 7001(风怒)/AOE | 集群特性 | 数量优先:刷新频率随时间+10% |
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| 笨拙石怪 | 03:00 | 12 | 250 | 1.0 | 7008(会心)/破甲 | 坚硬:30%基础减伤 | 塔盾:为后方怪物提供护盾 |
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| 自爆邪灵 | 05:00 | 100 | 80 | 4.5 | 7007(击退)/眩晕 | 速攻:优先锁定立桩 | 死志:触碰目标后瞬间造成150点范围伤害 |
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| 折射水晶怪 | 07:00 | 15 | 600 | 1.5 | 7001(高频风怒) | 分裂特性 | 受击增殖:受击10次后分裂出2个幼体 |
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| 攻城工兵 | 08:30 | 80 | 350 | 2.0 | 7102(护盾)/伙伴拦截 | 拆迁:优先攻击防御塔 | 定点爆破:对塔和立桩造成300%伤害 |
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| 淤泥巨兽 | 10:00 | 20 | 2000 | 0.8 | 陷阱流/7005(冰冻) | 填埋:免疫并封印陷阱 | 泥浆喷吐:远程封印最前方的一座塔 |
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| 计数窃取者 | 11:00 | 25 | 800 | 2.4 | 天赋计数博弈 | 干扰:减少玩家计数 | 灵力抽取:周期性扣除英雄天赋计数1点 |
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| 复仇亡魂 | 12:30 | 40 | 1200 | 1.8 | 7101(反击)/减伤 | 荆棘:20%反弹伤害 | 灵魂锁链:链接并平摊范围内怪物伤害 |
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| 虚空先知(精英) | 14:00 | 100 | 25000 | 3.0 | 7301(升级爆发) | 虚化:仅大招后5秒可见 | 大招重置:随机打乱英雄的天赋计数 |
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| 灭世裁决者(BOSS) | 15:00 | 500 | 100000 | 1.2 | 全天赋/神装英雄 | 神性:免疫所有控制 | 天罚:摧毁全场陷阱并进入狂暴形态 |
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天赋触发机制 (基于 Trigger 计数)
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•ATK 型 (7001-7010): 攻击3次触发。在高频蜂群阶段通过『风怒』快速清场。
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•DMG 型 (7101-7103): 被攻击3次触发。在工兵拆塔阶段通过『护盾』硬抗伤害。
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•LUP 型 (7301): 升级触发。后期通过『勤勉』实现大招期间全技能暴击。
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英雄-伙伴辐射效应•辐射比例: 英雄天赋的 30%-50% 效能会自动辐射给战士(前排)和远程(后排)伙伴。
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•联动策略: 战士伙伴触发 7102(护盾) 时可为英雄分担压力;远程伙伴触发 7010(熟练) 可辅助清理漏网之鱼。大招策略点
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•计数器重置: 释放大招瞬间,所有天赋计数器归零,允许玩家打出双重爆发。
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•逻辑转换: 大招升级后,玩家可在大招持续时间内将 ATK 触发逻辑转为 DMG 触发(反击流)。
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3. 数值参考公式•
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怪物血量成长: CurrentHP = BaseHP * (1 + level * 0.15) * (1 + total_time/60 * 0.1)
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•BOSS 血量缩放: 100,000 + (Player_Talent_Count * 200,000) (上限 1,000,000)
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开发小贴士在实现时,请注意**『计数窃取者』的逻辑:它是为了打破玩家『风怒』加『熟练』的永动机循环。
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如果玩家的计数器一直被打断,他们会被迫更频繁地使用大招重置**功能,从而增加了游戏的操作维度和紧张感。
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@@ -207,6 +207,23 @@ export const SkillSet: Record<number, SkillConfig> = {
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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},
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},
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// ========== 怪物基础技能 ========== 6200-6299
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6201: {
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uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, DType:DType.ATK,
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ap:100, map:0, cd:1, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:0, cost:0, with:0,
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dis:50, // 近战距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd,
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buffs:[], neAttrs:[], info:"怪物基础近战攻击",
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},
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6203: {
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uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, DType:DType.ATK,
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ap:80, map:0, cd:2, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:800, cost:0, with:0,
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dis:600, // 远程距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision,
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buffs:[], neAttrs:[], info:"怪物基础远程攻击",
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},
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};
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};
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@@ -162,17 +162,17 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 1. 基础近战型
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// 1. 基础近战型
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5204:{uuid:5204,name:"蝙蝠",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5204:{uuid:5204,name:"蝙蝠",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.warrior,lv:1,hp:28,mp:100,map:0,def:2,mdef:0,ap:6,dis:90,speed:125,skills:[6005],
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type:HType.warrior,lv:1,hp:15,mp:100,map:0,def:0,mdef:0,ap:5,dis:50,speed:200,skills:[6201],
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buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"},
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buff:[],tal:[],info:"高速飞行单位,血量极低,快速接近"},
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5205:{uuid:5205,name:"骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5205:{uuid:5205,name:"骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.warrior,lv:1,hp:35,mp:100,map:0,def:3,mdef:0,ap:7,dis:90,speed:120,skills:[6005],
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type:HType.warrior,lv:1,hp:40,mp:100,map:0,def:3,mdef:0,ap:7,dis:50,speed:100,skills:[6201],
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buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"},
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buff:[],tal:[],info:"标准近战单位,基准数值"},
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// 2. 快速突击型
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// 2. 快速突击型
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5206:{uuid:5206,name:"石像鬼",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5206:{uuid:5206,name:"石像鬼",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.assassin,lv:1,hp:26,mp:100,map:0,def:3,mdef:0,ap:8,dis:80,speed:180,skills:[6005],
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type:HType.assassin,lv:1,hp:25,mp:100,map:0,def:3,mdef:0,ap:8,dis:50,speed:250,skills:[6201],
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buff:[],tal:[],info:"快速突击型:高速直线冲锋,接触伤害;高速、低血、成群出现"},
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buff:[],tal:[],info:"速度极快,快速切入,给玩家压迫感"},
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5207:{uuid:5207,name:"快速骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5207:{uuid:5207,name:"快速骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.assassin,lv:1,hp:22,mp:100,map:0,def:2,mdef:0,ap:7,dis:80,speed:200,skills:[6005],
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type:HType.assassin,lv:1,hp:22,mp:100,map:0,def:2,mdef:0,ap:7,dis:80,speed:200,skills:[6005],
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@@ -180,8 +180,8 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 3. 重型坦克型
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// 3. 重型坦克型
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5208:{uuid:5208,name:"大型骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5208:{uuid:5208,name:"大型骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.warrior,lv:1,hp:140,mp:100,map:0,def:10,mdef:0,ap:10,dis:90,speed:85,skills:[6005],
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type:HType.warrior,lv:1,hp:300,mp:100,map:0,def:10,mdef:0,ap:15,dis:50,speed:60,skills:[6201],
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buff:[],tal:[],info:"重型坦克型:缓慢逼近,高血量,中等伤害"},
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buff:[],tal:[],info:"重装单位,移动缓慢但极难被击杀"},
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5209:{uuid:5209,name:"树人",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5209:{uuid:5209,name:"树人",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.warrior,lv:1,hp:160,mp:100,map:0,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6005],
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type:HType.warrior,lv:1,hp:160,mp:100,map:0,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6005],
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@@ -189,8 +189,8 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 4. 远程骚扰型
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// 4. 远程骚扰型
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5210:{uuid:5210,name:"骷髅弓手",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5210:{uuid:5210,name:"骷髅弓手",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.remote,lv:1,hp:60,mp:100,map:0,def:4,mdef:0,ap:12,dis:80,speed:110,skills:[6005],
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type:HType.remote,lv:1,hp:35,mp:100,map:0,def:2,mdef:0,ap:10,dis:600,speed:80,skills:[6203],
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buff:[],tal:[],info:"远程骚扰型:保持距离发射箭矢,逼迫玩家走位"},
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buff:[],tal:[],info:"远程单位,在远处进行骚扰攻击"},
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5211:{uuid:5211,name:"法师骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5211:{uuid:5211,name:"法师骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.mage,lv:1,hp:55,mp:100,map:25,def:4,mdef:5,ap:10,dis:80,speed:105,skills:[6005],
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type:HType.mage,lv:1,hp:55,mp:100,map:25,def:4,mdef:5,ap:10,dis:80,speed:105,skills:[6005],
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@@ -198,8 +198,8 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 5. 特殊机制型
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// 5. 特殊机制型
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5212:{uuid:5212,name:"炸弹骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5212:{uuid:5212,name:"炸弹骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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type:HType.assassin,lv:1,hp:30,mp:100,map:0,def:3,mdef:0,ap:25,dis:100,speed:130,skills:[6005],
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type:HType.assassin,lv:1,hp:30,mp:100,map:0,def:3,mdef:0,ap:25,dis:50,speed:130,skills:[6201],
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buff:[],tal:[],info:"特殊机制:接近玩家后自爆造成高额伤害,需优先击杀"},
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buff:[],tal:[],info:"特殊机制:接近玩家后造成高额伤害,需优先击杀"},
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// 6. 精英/BOSS型
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// 6. 精英/BOSS型
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5213:{uuid:5213,name:"亡灵领主(精英)",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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5213:{uuid:5213,name:"亡灵领主(精英)",path:"mo1", fac:FacSet.MON, kind:1,as:3,
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