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b85fdb2ee2
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e78c7214c2 | ||
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b977dadcbc |
@@ -978,8 +978,8 @@
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},
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},
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"_contentSize": {
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"_contentSize": {
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"__type__": "cc.Size",
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"__type__": "cc.Size",
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"width": 88,
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"width": 106,
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"height": 112
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"height": 126
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},
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},
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"_anchorPoint": {
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"__type__": "cc.Vec2",
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@@ -1015,7 +1015,7 @@
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|||||||
"a": 255
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"a": 255
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},
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},
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||||||
"_spriteFrame": {
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"_spriteFrame": {
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||||||
"__uuid__": "6165ffc9-a838-4a33-b569-bdbaaab0e6b4@e6454",
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"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@c6c69",
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"__expectedType__": "cc.SpriteFrame"
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"__expectedType__": "cc.SpriteFrame"
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},
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},
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"_type": 0,
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"_type": 0,
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||||||
@@ -1030,7 +1030,10 @@
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|||||||
"_fillRange": 0,
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_useGrayscale": false,
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"_atlas": null,
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"_atlas": {
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"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73",
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"__expectedType__": "cc.SpriteAtlas"
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},
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"_id": ""
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"_id": ""
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},
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},
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{
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{
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@@ -19118,7 +19121,7 @@
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"__id__": 1162
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"__id__": 1162
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 1179
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"__id__": 1179
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@@ -30,10 +30,10 @@
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"htype_mid": "中程",
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"htype_mid": "中程",
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"htype_long": "远程",
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"htype_long": "远程",
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"hero_name_5001": "盾战士",
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"hero_name_5001": "盾战士1",
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"hero_name_5002": "圣骑士",
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"hero_name_5002": "圣骑士1",
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"hero_name_5003": "风行剑士",
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"hero_name_5003": "风行剑士",
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"hero_name_5004": "刺客",
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"hero_name_5004": "刺客1",
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"hero_name_5005": "自然骑士",
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"hero_name_5005": "自然骑士",
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"hero_name_5101": "奥术法师",
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"hero_name_5101": "奥术法师",
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"hero_name_5102": "火焰法师",
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"hero_name_5102": "火焰法师",
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@@ -78,34 +78,6 @@
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"mon_name_6104": "亡灵法师(boss)",
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"mon_name_6104": "亡灵法师(boss)",
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"mon_name_6105": "兽人首领(BOSS)",
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"mon_name_6105": "兽人首领(BOSS)",
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"skill_name_6401": "单体攻击",
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"skill_name_6402": "单体生命",
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"skill_name_6403": "单体全能",
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"skill_name_6404": "群体攻击",
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"skill_name_6405": "群体生命",
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"skill_name_6406": "群体全能",
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"skill_name_6304": "神圣治疗",
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"skill_name_6305": "群体护盾",
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"skill_info_6401": "随机{0}个友方+{1}攻击",
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"skill_info_6402": "随机{0}个友方+{1}最大生命值",
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"skill_info_6403": "随机{0}个友方+{1}攻击,+{2}最大生命值",
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"skill_info_6404": "随机{0}个友方+{1}攻击",
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"skill_info_6405": "随机{0}个友方+{1}最大生命值",
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"skill_info_6406": "随机{0}个友方+{1}攻击,+{2}最大生命值",
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"scard_name_7001": "战术晋升",
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"scard_name_7002": "进阶战术",
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"scard_name_7101": "近战征召",
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"scard_name_7102": "远程征召",
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"scard_name_7103": "精英筛选",
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"scard_info_7001": "升级场上随机1个1级英雄到2级",
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"scard_info_7002": "升级场上随机1个2级英雄到3级",
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"scard_info_7101": "刷新卡池,都是近战英雄",
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"scard_info_7102": "刷新卡池,都是远程英雄",
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"scard_info_7103": "刷新卡池,都是3级卡池等级英雄",
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"skill_name_6001": "攻击",
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"skill_name_6001": "攻击",
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"skill_name_6002": "火球",
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"skill_name_6002": "火球",
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"skill_name_6003": "飓风",
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"skill_name_6003": "飓风",
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@@ -144,6 +116,34 @@
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"skill_info_6305": "随机{0}个友方获得{1}次伤害免疫",
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"skill_info_6305": "随机{0}个友方获得{1}次伤害免疫",
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"skill_info_6501": "立即复活,获得{0}%生命",
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"skill_info_6501": "立即复活,获得{0}%生命",
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"skill_name_6401": "单体攻击",
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"skill_name_6402": "单体生命",
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"skill_name_6403": "单体全能",
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"skill_name_6404": "群体攻击",
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"skill_name_6405": "群体生命",
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"skill_name_6406": "群体全能",
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"skill_name_6304": "神圣治疗",
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"skill_name_6305": "群体护盾",
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"skill_info_6401": "随机{0}个友方+{1}攻击",
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"skill_info_6402": "随机{0}个友方+{1}最大生命值",
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"skill_info_6403": "随机{0}个友方+{1}攻击,+{2}最大生命值",
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"skill_info_6404": "随机{0}个友方+{1}攻击",
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"skill_info_6405": "随机{0}个友方+{1}最大生命值",
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"skill_info_6406": "随机{0}个友方+{1}攻击,+{2}最大生命值",
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"scard_name_7001": "战术晋升",
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"scard_name_7002": "进阶战术",
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"scard_name_7101": "近战征召",
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"scard_name_7102": "远程征召",
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"scard_name_7103": "精英筛选",
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"scard_info_7001": "升级场上随机1个1级英雄到2级",
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"scard_info_7002": "升级场上随机1个2级英雄到3级",
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"scard_info_7101": "刷新卡池,都是近战英雄",
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"scard_info_7102": "刷新卡池,都是远程英雄",
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"scard_info_7103": "刷新卡池,都是3级卡池等级英雄",
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"fskill_name_7001": "召唤精通",
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"fskill_name_7001": "召唤精通",
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"fskill_name_7002": "亡灵统御",
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"fskill_name_7002": "亡灵统御",
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"fskill_name_7003": "先发制人",
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"fskill_name_7003": "先发制人",
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@@ -32,6 +32,30 @@ export const HTypeName ={
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2:"远程",
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2:"远程",
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}
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}
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/**
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* 英雄攻击速度分级配置 (数值为攻击间隔cd,越小越快)
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*/
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export enum AtkSpeedLv {
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VeryFast1 = 1, VeryFast2 = 2,
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Fast1 = 3, Fast2 = 4,
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Normal1 = 5, Normal2 = 6,
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Slow1 = 7, Slow2 = 8,
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VerySlow1 = 9, VerySlow2 = 10,
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}
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export const AtkSpeedSet = {
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[AtkSpeedLv.VeryFast1]: { name: "极速+", cd: 0.15 },
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[AtkSpeedLv.VeryFast2]: { name: "极速", cd: 0.30 },
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[AtkSpeedLv.Fast1]: { name: "快速+", cd: 0.50 },
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[AtkSpeedLv.Fast2]: { name: "快速", cd: 0.70 },
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[AtkSpeedLv.Normal1]: { name: "普通+", cd: 0.90 },
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[AtkSpeedLv.Normal2]: { name: "普通", cd: 1.10 },
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[AtkSpeedLv.Slow1]: { name: "慢+", cd: 1.50 },
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[AtkSpeedLv.Slow2]: { name: "慢", cd: 1.80 },
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[AtkSpeedLv.VerySlow1]: { name: "很慢+", cd: 2.30 },
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[AtkSpeedLv.VerySlow2]: { name: "很慢", cd: 2.80 },
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};
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export const HeroPos={
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export const HeroPos={
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0:{pos:v3(-320,BoxSet.GAME_LINE,0)},
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0:{pos:v3(-320,BoxSet.GAME_LINE,0)},
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1:{pos:v3(0,BoxSet.GAME_LINE,0)},
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1:{pos:v3(0,BoxSet.GAME_LINE,0)},
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@@ -111,12 +135,12 @@ export interface HSkillInfo {
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* skills[0]是普通攻击技能
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* skills[0]是普通攻击技能
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* skills[1]是等级1时的技能,skills[2]是等级2时的技能,skills[3]是等级3时的技能,最多3级
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* skills[1]是等级1时的技能,skills[2]是等级2时的技能,skills[3]是等级3时的技能,最多3级
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*
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*
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* 属性基准(cards_lv:1,lv:1) : SPEED:800,AP:30 | HP:300 | skills[0].cd=1
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* 属性基准(cards_lv:1,lv:1) : SPEED:800, AP:30 | HP:300 | skills[0].cd = 1.0 (普通)
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* 坦克(cards_lv:1,lv:1) : SPEED:800,AP:25 | HP:450 | skills[0].cd=0.75
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* 坦克(cards_lv:1,lv:1) : SPEED:800, AP:25 | HP:450 | skills[0].cd = 2.3 或 2.8 (很慢+/很慢) - 突出沉重感与承伤定位
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* 近战dps(cards_lv:1,lv:1) : SPEED:800,AP:50 | HP:250 | skills[0].cd=1.1
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* 近战dps(cards_lv:1,lv:1) : SPEED:800, AP:50 | HP:250 | skills[0].cd = 0.3 或 0.5 (极速/快速+) - 强化割草连击爽感
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* 远程dps(cards_lv:1,lv:1) : SPEED:800,AP:60 | HP:150 | skills[0].cd=1.3
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* 远程dps(cards_lv:1,lv:1) : SPEED:800, AP:60 | HP:150 | skills[0].cd = 0.7 或 0.9 (快速/普通+) - 稳定持续的物理输出节奏
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*远程法dps(cards_lv:1,lv:1) : SPEED:800,AP:60 | HP:150 | skills[0].cd=1.4
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*远程法dps(cards_lv:1,lv:1) : SPEED:800, AP:60 | HP:150 | skills[0].cd = 1.5 或 1.8 (慢+/慢) - 强调施法前摇与单发爆发
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* 远程辅助(cards_lv:1,lv:1) : SPEED:800,AP:20 | HP:150 | skills[0].cd=1
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* 远程辅助(cards_lv:1,lv:1) : SPEED:800, AP:20 | HP:150 | skills[0].cd = 1.1 (普通) - 贴近基准,动作不急不躁,侧重技能
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*/
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*/
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export const HeroInfo: Record<number, heroInfo> = {
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export const HeroInfo: Record<number, heroInfo> = {
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@@ -153,7 +177,7 @@ export const HeroInfo: Record<number, heroInfo> = {
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5203:{uuid:5203,name:t("hero_name_5203"),path:"ha3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:45,ap:180,speed:800,
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5203:{uuid:5203,name:t("hero_name_5203"),path:"ha3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:45,ap:180,speed:800,
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skills:{6011:{uuid:6005,lv:1,cd:0.9,ccd:0}},info:t("hero_info_5203")},
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skills:{6011:{uuid:6005,lv:1,cd:0.9,ccd:0}},info:t("hero_info_5203")},
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// ========== 腐竹英雄 ==========
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// ========== 辅助英雄 ==========
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5301:{uuid:5301,name:t("hero_name_5301"),path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:15,ap:20,speed:800,atking:[{s_uuid:6302,t_num:2}],
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5301:{uuid:5301,name:t("hero_name_5301"),path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:15,ap:20,speed:800,atking:[{s_uuid:6302,t_num:2}],
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skills:{6202:{uuid:6004,lv:1,cd:1.2,ccd:0}},info:t("hero_info_5301") },
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skills:{6202:{uuid:6004,lv:1,cd:1.2,ccd:0}},info:t("hero_info_5301") },
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5302:{uuid:5302,name:t("hero_name_5302"),path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:30,ap:40,speed:800,atking:[{s_uuid:6304,t_num:2}],
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5302:{uuid:5302,name:t("hero_name_5302"),path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:30,ap:40,speed:800,atking:[{s_uuid:6304,t_num:2}],
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@@ -45,3 +45,39 @@
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死亡流
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死亡流
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召唤流
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召唤流
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---
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# IAA 核心战斗数值与心流模型
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## 1. 30秒回合制 TTK (Time To Kill) 与基础属性逆推
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核心原则:**不凭空设定单次攻击力(AP),由预期秒伤(DPS)和攻速(CD)逆推:AP = DPS × CD**。
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回合总时长 30s,基础参考值(Lv:1):
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* **标准小怪**:`HP: 150 | AP: 30 | CD: 1.0s` (DPS 30,预期被单体DPS 3秒内击杀)
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* **近战DPS**:`HP: 200 | AP: 15 | CD: 0.3s` (DPS 50,极速高频割草)
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* **远程DPS**:`HP: 120 | AP: 42 | CD: 0.7s` (DPS 60,稳定持续物理输出)
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* **法师**:`HP: 100 | AP: 126 | CD: 1.8s` (DPS 70,极慢攻速,单发核弹)
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* **坦克**:`HP: 500 | AP: 35 | CD: 2.3s` (DPS 15,核心承伤,存活 15s+)
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* **辅助**:`HP: 120 | AP: 11 | CD: 1.1s` (DPS 10,不依赖平A,侧重技能与Buff)
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## 2. 4 Boss 节点心流增长曲线 (Exponential Growth)
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数值成长摒弃线性加法,采用**“指数级膨胀(玩家) + 阶梯式跃迁(怪物)”**,在挑战与割草间制造心流。
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* **阶段一(初入茅庐 -> Boss 1)**:建立割草快感
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* 玩家 DPS:`50 -> 250` (5倍膨胀)
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* 怪物 HP:`150 -> 600` (4倍膨胀)
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* **Boss 1**:`HP: 5,000 | AP: 100` (靠基础英雄数量即可无脑碾压)
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* **阶段二(遇到阻力 -> Boss 2)**:制造首次卡点,倒逼策略或广告
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* 玩家 DPS:`250 -> 1,500` (6倍膨胀)
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* 怪物 HP:`600 -> 5,000` (8倍膨胀,开始吃力)
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* **Boss 2**:`HP: 45,000 | AP: 400` (必须上坦克承伤,法师输出)
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* **阶段三(数值狂飙 -> Boss 3)**:释放压抑,解锁强力流派,数值崩坏级爽感
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* 玩家 DPS:`1,500 -> 20,000` (13倍膨胀,满屏跳字)
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* 怪物 HP:`5,000 -> 40,000` (8倍膨胀)
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* **Boss 3**:`HP: 500,000 | AP: 1,500` (强力AOE,考验阵容回复)
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* **阶段四(终极考验 -> Boss 4)**:榨干数值潜力,检验 Build
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* 玩家 DPS:`20,000 -> 100,000+` (终极阵容成型)
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* 怪物 HP:`40,000 -> 250,000` (满地精英怪)
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* **Boss 4**:`HP: 3,000,000+ | AP: 5,000` (秒杀级伤害,极限抗压)
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**成长公式指导:** 属性 = 基础属性 × (成长系数 ^ (等级 - 1)) × 各种品质乘区
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Reference in New Issue
Block a user