55 Commits

Author SHA1 Message Date
pan
257e0b4870 refactor(map): 重构怪物池配置,改为动态提取
将硬编码的怪物列表改为从HeroInfo动态获取,移除硬编码的怪物UUID配置,同时引入FacSet依赖来区分怪物阵营
2026-07-03 17:13:52 +08:00
pan
6038bb71c7 refactor(monster): 统一怪物类型配置管理
1. 将原RogueConfig.ts中的怪物类型枚举和名称映射迁移至公共配置heroSet.ts
2. 为所有怪物数据添加monType字段关联类型
3. 修正怪物列表中Boss类型的配置错误
2026-07-03 16:34:39 +08:00
pan
8a1175bccb feat: 新增随机旋转动画及相关资源配置
1. 新增rand动画剪辑资源,实现0.8秒内360度循环旋转缩放动画
2. 更新skill4.plist.meta的边框配置,修正图片裁切偏移
3. 优化shadow.prefab节点结构,添加带动画的阴影子节点
4. 更新map_rpg.prefab的精灵图集引用,替换原有精灵资源
2026-07-03 10:59:24 +08:00
pan
ce1eb419f1 feat(skill/atk): 批量新增攻击预制体与调整a1参数
本次提交新增了a2~a5、b1~b2、f1~f4、h1~h5、m1~m4共计20个攻击技能预制体及其元数据文件,同时调整了a1预制体的碰撞尺寸与精灵渲染模式,统一优化了攻击预制体的基础配置结构。
2026-07-03 10:39:39 +08:00
panFD
204f0f5cd9 refactor(skill): 重构技能预制件与动画资源 2026-07-03 09:25:43 +08:00
pan
6c2f1defa9 refactor(monster): 重构波次怪物管理逻辑,优化配置与流程
1.  更新怪物配置注释,修正近战/远程怪物的描述与分类
2.  移除MissionComp中过时的自适应刷怪逻辑
3.  重构MissionMonComp:删除插队刷怪队列、简化波次流程、统一怪物生成逻辑
4.  移除冗余日志与注释,优化代码可读性
5.  调整波次准备阶段的怪物生成时机与数据处理
2026-06-23 17:05:07 +08:00
pan
46fa481607 feat(skill): add movement acceleration support for skills
1. 新增SMoveComp的isAccelerate字段控制加速逻辑
2. 添加技能配置is_accel字段启用加速效果
3. 实现二次方缓入加速曲线,兼顾起步速度与最终加速度
4. 为6001号技能默认开启加速效果并调整其移动类型为直线运动
2026-06-23 11:07:57 +08:00
pan
72cdf32a75 refactor(TalentItemComp): 优化天赋卡牌UI显示逻辑
1.  复用CardConfig中的pool_lv统一卡牌背景色,与技能卡保持一致
2.  新增对驻场天赋卡的图标显示支持,使用FieldSkillSet获取图标
3.  重构图标获取逻辑,与SCardComp保持对齐避免显示异常
4.  移除冗余的wave映射背景色代码
2026-06-22 16:24:23 +08:00
pan
a8642cb788 chore: 批量更新UI预制体资源配置
1.  更新引导文案文本内容
2.  调整卡牌控件的位置、尺寸、字体样式与布局参数
3.  更新轻量卡牌控件的激活状态与精灵帧引用
4.  调整方块控件的尺寸、缩放比例与填充参数
5.  移除废弃的精灵帧元数据配置
2026-06-22 15:08:01 +08:00
panFD
d60b66350a chore(.claude): update claude settings permissions and adjust config order
1. 调整statusLine配置项的位置到文件末尾
2. 新增WebSearch、git add/commit、npm install的权限许可
2026-06-21 17:33:17 +08:00
panFD
bfa434634c fix(config-editor): main entry exports methods object + load/unload (Cocos 3.8)
Root cause of 'Method does not exist / The methods of the module is undefined':
Cocos 3.8 expects handlers inside a 'methods' export (plus load/unload hooks),
not flat on module.exports. Handlers receive args directly (no event); return
value is the request reply. Verified vs official 3.8 first/messages docs.
Also: menu path + panel title switched to literal strings (i18n showed 'undefined').
2026-06-21 16:30:39 +08:00
panFD
fb65fa79c8 test(config-editor): record Plan A verification evidence
Task 13 of plan 2026-06-20-config-editor-foundation. Captures:
- Automated BLOCKING gate: 36/36 unit tests pass
- Automated BLOCKING gate: build produces dist/main.js (9.5mb) + dist/panels/default.js (628kb)
- Necessary esbuild.config.mjs fix documented (node:fs/node:path external for panel)
- ADVISORY in-editor checklist left for human completion
- DoD mapping
2026-06-21 09:57:19 +08:00
panFD
24b5c49891 feat(config-editor): extension entry + minimal Vue panel proving end-to-end IPC
Task 12 of plan 2026-06-20-config-editor-foundation. Adds:
- src/main/index.ts: onLoad + message handlers (return value = request resolve,
  per Cocos 3.x verified IPC mechanism; fallback note left in plan)
- src/panels/default/{index,app}.ts: Editor.Panel.define host + Vue 3 minimal
  app (table switcher, key list, record JSON dump)
- static/template/default/index.html + static/style/default/index.css

Deviation from plan (necessary, flagged): esbuild.config.mjs now marks
node:fs/node:path as external for the panel entry (platform:'browser').
The plan's panel reads static template/style at runtime via Node fs, which
requires these builtins; Cocos panel runs in an Electron renderer that
provides them. Without this, esbuild errors with 'Could not resolve node:fs'.

Build verified: dist/main.js (9.5mb, typescript compiler API bundled) and
dist/panels/default.js (628kb, vue.esm-bundler bundled) both generate.
2026-06-21 09:56:02 +08:00
panFD
e3102c63ff feat(config-editor): main-process store (in-memory truth + message impls + asset-db refresh)
Task 11 of plan 2026-06-20-config-editor-foundation. Holds three TsConfigFile
instances (hero/skill/field), implements query*/validate/saveRecord/revertRecord
message handlers. saveRecord validates before persisting, rolls back on error,
and refreshes asset-db on success. HeroList read via regex.
2026-06-21 09:26:03 +08:00
panFD
6a81630f6f feat(config-editor): port buildSkillDesc to JS for panel preview 2026-06-21 09:17:50 +08:00
panFD
4a5659b7ec feat(config-editor): add validation rules (dup/required/enum/ref/overrides/herolist) with tests 2026-06-21 09:11:47 +08:00
panFD
4df88c1c90 feat(config-editor): TsConfigFile load/read/patch/add/delete/save (entry-level AST patch, .bak + syntax check)
26 IO tests green: serializer, parser (speed/enumRef/raw), TsConfigFile
round-trip (load/patch/add/delete/save preserving symbolic expressions).
2026-06-21 00:13:42 +08:00
panFD
0d28ad7a5e test(config-editor): add hero/skill fixtures mirroring real config shape 2026-06-21 00:07:00 +08:00
panFD
0a960b737c feat(config-editor): add AST parser (speed/enumRef/raw) with tests 2026-06-21 00:06:28 +08:00
panFD
7bb5f8bacc feat(config-editor): add RecordValue serializer with tests 2026-06-21 00:05:53 +08:00
panFD
c0755b3b8d feat(config-editor): add schema types and hero/skill/field table schemas 2026-06-20 23:52:27 +08:00
panFD
88c1a28c80 feat(config-editor): add RecordValue type and enum mirror 2026-06-20 23:46:54 +08:00
panFD
acb038a70a feat(config-editor): scaffold extension manifest, build, i18n 2026-06-20 23:46:15 +08:00
panFD
315a1a6af9 docs(config-editor): add Plan A implementation plan (foundation + IO + tests) 2026-06-20 23:20:59 +08:00
panFD
5170b2d0dc fix(hero config): 调整全英雄基础属性与数值
对所有星级英雄的生命值、攻击力进行了统一平衡性调整,修正部分英雄的面板数值与技能加成匹配度,优化游戏前期和后期的战斗体验平衡。
2026-06-20 23:00:55 +08:00
panFD
d8f02b568b docs(config-editor): add design spec for hero/skill visual config editor extension
Schema-driven Cocos Creator 3.8.6 extension that round-trips the existing
Record<number,X> .ts configs via the TypeScript compiler API (preserves
symbolic AtkSpeedSet expressions and hand-written comments). Non-invasive:
zero changes to game runtime code.
2026-06-20 22:59:20 +08:00
panFD
b7388615ed feat(map): 为英雄信息弹窗和卡牌组件添加点击外部关闭交互
1.  全局添加触摸结束监听,实现点击弹窗/卡牌外区域自动关闭/隐藏控件
2.  通过包围盒检测避免误触内部元素,无需额外遮罩节点
3.  统一管理事件的绑定与解绑,防止内存泄漏
2026-06-20 21:59:29 +08:00
panFD
3056b61ced fix: 修复战斗相关UI显示与技能配置问题
1. 调整RPG地图预制件与UI元素的激活状态,修复战斗面板显示异常
2. 移除技能卡片多余的t_times配置项,简化技能触发逻辑
3. 优化战斗结束后战斗框的显隐控制
2026-06-20 17:53:04 +08:00
panFD
b634cf5383 fix(ui prefab): 调整引导UI位置、文案与样式
1. 修正guide1、guide3、guide4的控件垂直位置
2. 更新guide3的引导提示文案
3. 调整sbox的多处控件颜色为深灰色
4. 移除部分prefab的冗余targetOverrides字段
2026-06-20 17:24:27 +08:00
panFD
57d2805761 fix(map): 调整信息组件等级节点显示逻辑
根据卡片类型区分显示等级节点:技能卡隐藏等级,英雄卡正常显示等级
2026-06-20 16:20:21 +08:00
panFD
62af155ce8 refactor(skill-card): 统一技能卡牌波次配置为单一数据源
1. 新增SKILL_CARD_WAVES常量管理技能卡牌出现波次档位
2. 替换MissionCardComp中硬编码的波次判断逻辑
3. 重构CardSet中的技能卡牌波次映射和配置项,实现自动关联档位
4. 确保所有技能卡牌配置与波次配置严格对齐,避免抽卡池为空的问题
2026-06-20 16:13:13 +08:00
panFD
735bf205fd feat(skillBox): 优化技能框UI表现与图标逻辑
1. 调整ui3.plist.meta的边框内边距为25
2. 新增技能框背景颜色节点,根据等级切换对应配色
3. 增加自定义图标支持,优化多类型技能图标加载逻辑
2026-06-20 16:00:52 +08:00
panFD
4d6403e362 feat(card&ui): add custom card icon support and optimize icon display
1. 新增CardConfig的icon字段用于配置自定义卡牌图标,优先级最高
2. 为HInfoComp新增技能图标节点,区分英雄卡和技能卡的图标展示
3. 重构updateSkillAnimation方法,支持按配置优先级加载图标
4. 优化两种卡牌的图标显示互斥逻辑
2026-06-20 15:11:37 +08:00
panFD
0a281a95d1 refactor(config): 统一初始金币配置并调整刷新时机
1. 将分散的初始金币常量迁移到FightSet枚举中,删除冗余的CardInitCoins
2. 调整刷新费用UI更新时机,确保驻场技能效果正确生效
2026-06-20 14:42:19 +08:00
panFD
107e7fde96 fix(map): 修复卡牌描述逻辑的优先级顺序
调整卡牌描述的获取逻辑,先处理驻场技能卡的描述获取,再 fallback 到其他配置来源,修正原有的优先级混乱问题
2026-06-20 12:42:45 +08:00
panFD
d456b2d61f fix(config): 修正技能卡牌的uuid编号错误
对wave1、wave5、wave8三个难度档位的驻场卡、范围攻击卡的uuid进行了统一修正,确保卡牌编号逻辑一致,避免出现编号冲突或混乱的问题。
2026-06-20 12:32:49 +08:00
panFD
f61c4a506f refactor(config): 整理驻场技能ID与配置映射
本次提交统一调整了所有驻场相关技能的ID编号,将原有分散的技能配置按功能类型重新规整排序,同时同步更新了英雄配置、语言文件、卡牌配置中的技能ID引用,确保所有配置项的ID保持一致且逻辑清晰,修复了亡语法师技能ID不匹配的问题,优化了后续配置扩展的可读性和维护性。
2026-06-20 12:28:23 +08:00
panFD
4247299a86 fix(config): 调整战场技能配置的顺序和位置
将wave5档的基础增益技能和强化增益技能分别整理到正确的代码区块中,修复技能配置乱序的问题
2026-06-20 10:43:30 +08:00
panFD
48a174902d refactor(config): 重新排序野外技能配置条目
将原分散的触发类技能配置统一整理到配置块开头,优化配置可读性与维护性
2026-06-20 10:42:39 +08:00
panFD
b9a3c704c7 fix(config): 调整场地技能配置的位置和冗余注释
清理了旧的注释内容,将购买优惠、刷新优惠类技能调整到正确的分组位置,移除重复冗余的配置代码
2026-06-20 10:40:01 +08:00
panFD
ea34367d7b feat: 新增攻击/受击触发技能次数加成机制
1.  新增FieldSkillType枚举的AtkCount和BeAtkCount类型,添加对应强化技能配置
2.  调整战斗内波次金币、刷新/购买成本参数
3.  重构技能触发逻辑,支持根据字段技能调整触发次数
4.  新增三档强度的技能卡牌配置,优化卡牌池等级映射规则
2026-06-20 10:38:08 +08:00
panFD
1eaaf4ccc5 fix(config): 修改召唤类卡牌的触发波次为1
将原wave值为5的雷墙、火墙等6张技能卡牌的触发波次调整为1,让它们可以在战斗开局就生效。
2026-06-20 00:03:36 +08:00
panFD
e422844717 refactor(skillConfig&prefab): 调整技能配置分组与UI控制器尺寸
1.  重构技能卡牌配置表,调整技能波次分组逻辑
2.  更新角色控制器预制体的尺寸与目标覆盖配置
2026-06-20 00:01:05 +08:00
panFD
5d244e8091 refactor(ui): 移除废弃的技能UI预制件并调整布局
1. 删除了mskills.prefab及其元数据文件
2. 调整了mission.prefab中三处文本的实际字体大小从31改为25
3. 重新排布了MissSkillsComp的技能槽位置
2026-06-19 23:23:56 +08:00
panFD
dc8391847b refactor(cardSkill): 完成卡牌技能触发机制类型化改造
本次提交为全量的卡牌技能触发系统重构,主要变更包括:
1.  新增CardTriggerType枚举,统一卡牌触发类型定义
2.  补全依赖事件派发:每波战斗结束FightEnd、英雄死亡HeroDead(带阵营过滤)、复活成功ReviveSuccess
3.  重构SkillBoxComp,按触发类型动态注册事件监听,拆分即时/定时/驻场/事件型逻辑
4.  批量迁移所有卡牌配置,为旧技能补充显式触发类型
5.  新增全局触发次数上限机制,区分每波/全局触发计数规则
6.  新增配套设计文档,记录改造背景与方案细节

本次重构彻底解决了原有隐式配置难以维护、无法支持事件型触发的痛点,实现了技能触发逻辑的标准化与可扩展性。
2026-06-19 23:01:24 +08:00
panFD
a866cba8d1 fix(config): 调整技能卡牌的配置逻辑与描述
将原有一次性触发的技能改为周期性持续生效,更新技能描述文本,注释掉未完成的复活技能配置
2026-06-19 21:30:02 +08:00
panFD
25346c44a2 fix(card): 修复卡牌信息显示逻辑并调整默认状态
1.  将卡牌预制件默认激活状态改为false
2.  移除冗余的info_node和lvl_node配置,新增lvl_node为空引用
3.  重构卡牌信息文本的获取逻辑,增加多源优先级判断
4.  优化信息节点的Label组件查找方式,适配更灵活的节点结构
2026-06-19 18:05:54 +08:00
panFD
17452167c3 refactor(card): 重构卡牌触摸交互逻辑,替换长按为点击触发信息面板
1. 移除长按相关逻辑,改用点击触发英雄卡信息面板
2. 新增卡牌点击选中联动机制,统一管理召唤按钮显示
3. 调整触摸位移阈值,优化点击和拖拽的判定逻辑
4. 新增卡牌选中事件,实现多卡牌间的UI联动
5. 修复预制体默认激活状态,统一初始UI状态
2026-06-19 15:51:17 +08:00
panFD
c30900e508 feat(CardComp): add call_btn node reference
新增卡片组件的呼叫按钮节点绑定,同步更新预制件配置添加对应的节点id引用
2026-06-19 15:40:39 +08:00
panFD
3d7c9bfe54 feat: 新增技能触发类型标识与列表预制体,优化技能提示UI
1.  新增技能触发类型背景标识,支持追击/反击/复活等状态显示
2.  扩展技能提示接口,新增触发类型参数传递
3.  新增list-me列表预制体及其元数据
4.  调整部分UI精灵帧与布局参数
5.  修复技能名称显示调用参数不匹配问题
2026-06-19 15:40:28 +08:00
panFD
9220254c56 refactor(skill tooltip): 优化技能触发类型命名与 tooltip 背景配置
1. 修正 SkillTriggerName 中的技能触发类型文本翻译,使其更贴合游戏内实际表述
2. 为 tooltip 预制体和组件新增6种状态的背景节点引用
2026-06-19 15:10:19 +08:00
panFD
2d4bc1fd05 fix(ui/skillBox): 修复技能选择框布局与文本问题
调整了技能框预制体的节点位置、尺寸、字体大小,新增了标题文本"选择战斗技能",修正了资源引用id和布局偏移量,优化界面显示效果
2026-06-19 15:02:59 +08:00
panFD
18c873999b fix(missionCard): 修复卡牌升级提示逻辑并优化显示
1.  新增全局配置常量CARD_POOL_UPGRADE_WAVES,优先使用任务运行时配置
2.  重构升级波次计算逻辑,新增多种状态的提示文本:本回合升级、即将升级
3.  修复prefab布局,更新升级提示UI的样式和引用
4.  补充边界情况处理,避免配置耗尽后显示异常
2026-06-19 08:58:56 +08:00
panFD
40c27e04f2 refactor(config): 统一卡池等级与升级波次的数据源
1. 将卡池等级上限从硬编码改为引用FightSet.MAX_CARD_POOL_LEVEL
2. 提取卡池升级波次配置到GameSet中作为单一数据源
3. 移除MissionComp中的硬编码波次配置,改为引用全局配置
2026-06-19 08:38:39 +08:00
panFD
875d2d68b5 refactor: 调整测试模式、英雄等级和卡池配置
1. 开启单挑测试模式
2. 将英雄最大等级从3下调至2
3. 更新卡池升级波次配置为[4,7,10,13]
4. 修复任务预制体的精灵帧和节点缩放配置
2026-06-18 23:26:17 +08:00
162 changed files with 36948 additions and 15795 deletions

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@@ -1,9 +1,5 @@
{
"$schema": "https://json.schemastore.org/claude-code-settings.json",
"statusLine": {
"type": "command",
"command": "bash .claude/statusline.sh"
},
"permissions": {
"allow": [
"Bash(git status*)",
@@ -15,7 +11,11 @@
"Bash(dir *)",
"Bash(python -m json.tool*)",
"Bash(python -m pytest*)",
"Bash(py -m pytest*)"
"Bash(py -m pytest*)",
"WebSearch",
"Bash(git add *)",
"Bash(git commit *)",
"Bash(npm install *)"
],
"deny": [
"Bash(rm -rf *)",
@@ -155,5 +155,9 @@
]
}
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},
"statusLine": {
"type": "command",
"command": "bash .claude/statusline.sh"
}
}

3
.gitignore vendored
View File

@@ -20,7 +20,8 @@ native
# WebStorm
#//////////////////////////
.idea/
extensions/
extensions/*
!extensions/pixelhero-config-editor/
extensions/oops-plugin-framework
# === IDE and Editor ===
.vs/

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@@ -17,18 +17,25 @@
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@@ -59,6 +255,121 @@
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@@ -69,12 +380,12 @@
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@@ -95,9 +406,9 @@
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},
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@@ -115,7 +426,7 @@
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@@ -1,17 +1,17 @@
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@@ -7,11 +7,11 @@
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@@ -21,12 +21,12 @@
"role_power": "Power",
"role_physical": "Physical",
"role_agile": "Agile",
"fskill_name_7009": "Frost Domain",
"fskill_name_7010": "Deadly Focus",
"fskill_name_7011": "Rending Strike",
"fskill_name_7012": "Gale March",
"fskill_info_7009": "Increase all allied heroes' freeze chance by {0}%",
"fskill_info_7010": "Increase all allied heroes' critical chance by {0}%",
"fskill_info_7011": "Increase all allied heroes' critical damage by {0}%",
"fskill_info_7012": "Increase all allied heroes' attack speed by {0}%"
"fskill_name_7003": "Frost Domain",
"fskill_name_7004": "Deadly Focus",
"fskill_name_7005": "Rending Strike",
"fskill_name_7006": "Gale March",
"fskill_info_7003": "Increase all allied heroes' freeze chance by {0}%",
"fskill_info_7004": "Increase all allied heroes' critical chance by {0}%",
"fskill_info_7005": "Increase all allied heroes' critical damage by {0}%",
"fskill_info_7006": "Increase all allied heroes' attack speed by {0}%"
}

View File

@@ -144,31 +144,31 @@
"scard_info_7102": "刷新卡池,都是远程英雄",
"scard_info_7103": "刷新卡池都是3级卡池等级英雄",
"fskill_name_7001": "召唤精通",
"fskill_name_7002": "亡灵统御",
"fskill_name_7003": "先发制人",
"fskill_name_7004": "余音绕梁",
"fskill_name_7005": "理财专家",
"fskill_name_7006": "商业大亨",
"fskill_name_7007": "神圣恢复",
"fskill_name_7008": "战鼓激昂",
"fskill_name_7009": "寒霜领域",
"fskill_name_7010": "致命专注",
"fskill_name_7011": "裂伤打击",
"fskill_name_7012": "疾风战歌",
"fskill_name_7014": "召唤精通",
"fskill_name_7015": "亡灵统御",
"fskill_name_7016": "先发制人",
"fskill_name_7017": "余音绕梁",
"fskill_name_7010": "理财专家",
"fskill_name_7011": "商业大亨",
"fskill_name_7001": "神圣恢复",
"fskill_name_7002": "战鼓激昂",
"fskill_name_7003": "寒霜领域",
"fskill_name_7004": "致命专注",
"fskill_name_7005": "裂伤打击",
"fskill_name_7006": "疾风战歌",
"fskill_info_7001": "场上所有友方召唤触发技能触发次数+{0}",
"fskill_info_7002": "场上所有友方死亡触发技能触发次数+{0}",
"fskill_info_7003": "场上所有友方战斗开始触发技能触发次数+{0}",
"fskill_info_7004": "场上所有友方战斗结束触发技能触发次数+{0}",
"fskill_info_7005": "每回合结束时金币收益提升{0}",
"fskill_info_7006": "卖出英雄时金币收益提升{0}",
"fskill_info_7007": "战斗结束时全队恢复效果+{0}%",
"fskill_info_7008": "场上所有友方攻击力提升{0}%",
"fskill_info_7009": "场上所有友方冰冻概率提升{0}%",
"fskill_info_7010": "场上所有友方暴击率提升{0}%",
"fskill_info_7011": "场上所有友方暴击伤害提升{0}%",
"fskill_info_7012": "场上所有友方攻击速度提升{0}%",
"fskill_info_7014": "场上所有友方召唤触发技能触发次数+{0}",
"fskill_info_7015": "场上所有友方死亡触发技能触发次数+{0}",
"fskill_info_7016": "场上所有友方战斗开始触发技能触发次数+{0}",
"fskill_info_7017": "场上所有友方战斗结束触发技能触发次数+{0}",
"fskill_info_7010": "每回合结束时金币收益提升{0}",
"fskill_info_7011": "卖出英雄时金币收益提升{0}",
"fskill_info_7001": "战斗结束时全队恢复效果+{0}%",
"fskill_info_7002": "场上所有友方攻击力提升{0}%",
"fskill_info_7003": "场上所有友方冰冻概率提升{0}%",
"fskill_info_7004": "场上所有友方暴击率提升{0}%",
"fskill_info_7005": "场上所有友方暴击伤害提升{0}%",
"fskill_info_7006": "场上所有友方攻击速度提升{0}%",
"hl_title_CritMaster_1": "初级暴击者",
"hl_title_CritMaster_2": "暴击大师",

View File

@@ -15,8 +15,8 @@
* | mon_name | 怪物名称 | mon_name_6001 | 兽人战士 |
* | skill_name | 技能名称 | skill_name_6001 | 攻击 |
* | skill_info | 技能描述 | skill_info_6001 | 对单个目标攻击... |
* | fskill_name | 驻场技能名称 | fskill_name_7001 | 召唤精通 |
* | fskill_info | 驻场技能描述 | fskill_info_7001 | 召唤触发... |
* | fskill_name | 驻场技能名称 | fskill_name_7014 | 召唤精通 |
* | fskill_info | 驻场技能描述 | fskill_info_7014 | 召唤触发... |
* | scard_name | 特殊卡牌名称 | scard_name_7001 | 战术晋升 |
* | scard_info | 特殊卡牌描述 | scard_info_7001 | 升级场上随机... |
* | hl_name | 亮点成就名称 | hl_name_9001 | 暴击大师 |
@@ -30,8 +30,8 @@
* langf(LangPrefix.skill_info, 6001, 1, 100) // → "对单个目标攻击1次每次造成100%攻击的伤害"
*
* // 驻场技能
* lang(LangPrefix.fskill_name, 7001) // → "召唤精通"
* langf(LangPrefix.fskill_info, 7001, 1) // → "场上所有友方召唤触发技能触发次数+1"
* lang(LangPrefix.fskill_name, 7014) // → "召唤精通"
* langf(LangPrefix.fskill_info, 7014, 1) // → "场上所有友方召唤触发技能触发次数+1"
*
* // 亮点成就(与英雄/技能完全一致的调用方式)
* lang(LangPrefix.hl_title, 9011) // → "初级暴击者"

View File

@@ -1,6 +1,6 @@
import * as exp from "constants"
import { HeroInfo, HeroList, HType } from "./heroSet"
import { FightSet } from "./GameSet"
import { FightSet, SKILL_CARD_WAVES } from "./GameSet"
import { oops } from "db://oops-framework/core/Oops"
import { SkillOverrides, TGroup } from "./SkillSet"
@@ -37,6 +37,16 @@ export enum CKind {
Potion = 4, //药水
}
/** 技能卡触发类型 */
export enum CardSkillType {
Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行)
Field = 2, // 驻场技能 (被动光环)
BattleStart = 3, // 战斗开始时触发一次
BattleEnd = 4, // 战斗结束时触发一次
HeroDead = 5, // 场上己方英雄死亡时触发
HeroCall = 6, // 场上己方英雄召唤上场时触发
}
/** 卡池等级定义 */
export enum CardLV {
LV1 = 1,
@@ -46,6 +56,21 @@ export enum CardLV {
LV5 = 5,
}
/**
* 卡牌技能触发类型
* - 命名对齐英雄侧 SkillTriggerType便于跨模块认知统一
* - 枚举值从 1 开始,避免 0 的 falsy 坑if (trigger_type) 判断出错)
*/
export enum CardTriggerType {
Instant = 1, // 即时触发:使用后立即生效一次
Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发
Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动)
FightStart = 4, // 战斗开始时触发
FightEnd = 5, // 战斗结束时触发(每波结束)
HeroDead = 6, // 场上己方英雄死亡时触发
HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活)
}
/** 通用卡牌配置 */
export interface CardConfig {
uuid: number
@@ -61,6 +86,7 @@ export interface CardConfig {
// 技能卡扩展属性
skill?: number // 关联的技能 UUID
icon?: string // 图标ID可选优先使用未设置时按 trigger_type 从 SkillSet/FieldSkillSet 自动取)
name?: string // 卡牌名称
info?: string // 卡牌描述信息
is_inst?: boolean // 是否即时起效
@@ -69,6 +95,15 @@ export interface CardConfig {
keep_waves?: number // 维持的波次数(-1表示持续到战斗结束0或undefined表示仅本波次
overrides?: SkillOverrides // 技能参数覆写如自定义伤害ap、buff值、金币数等
field?: number[] // 驻场技能 UUID 数组,表示该卡牌提供驻场属性加成
/** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */
trigger_type?: CardTriggerType;
/**
* 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效)
* 默认 Infinity达到上限后销毁节点
* 注意:与 t_times 语义不同——t_times 控制每波内 Interval 的次数
*/
trigger_limit?: number;
}
export const CardsUpSet: Record<number, number> = {
1: 50,
@@ -78,14 +113,12 @@ export const CardsUpSet: Record<number, number> = {
5: 250,
}
/**初始coin数 */
export const CardInitCoins = 4
/** 卡池升级每波减免金额 */
export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
/** 卡池默认初始等级 */
export const CARD_POOL_INIT_LEVEL = CardLV.LV1
/** 卡池等级上限 */
export const CARD_POOL_MAX_LEVEL = CardLV.LV5
/** 卡池等级上限(统一由 FightSet.MAX_CARD_POOL_LEVEL 设定,保持单一数据源) */
export const CARD_POOL_MAX_LEVEL = FightSet.MAX_CARD_POOL_LEVEL as unknown as CardLV
/** 英雄最高等级限制 */
export const CARD_HERO_MAX_LEVEL = 1
/** 基础卡池(英雄、技能、功能) */
@@ -140,58 +173,82 @@ HeroList.forEach(uuid => {
});
// 添加非英雄卡牌 (技能、功能卡)
const waveToPoolLv: Record<number, number> = {
1: 1,
5: 2,
10: 3,
15: 4,
20: 5
};
// 体系wave 由 SKILL_CARD_WAVES 统一配置每档强度递增Field 靠 field uuid 区分数值Interval 靠 overrides 覆写)
// wave→pool_lv 映射由 SKILL_CARD_WAVES 索引+1 自动生成wave 1→lv1, wave 5→lv2, wave 8→lv3
const waveToPoolLv: Record<number, number> = {};
SKILL_CARD_WAVES.forEach((w, i) => { waveToPoolLv[w] = i + 1; });
const SkillCardData: any[] = [
// === 1波技能 ===
{ uuid: 8301, skill: 6301, wave: 1, name: "护盾", info: "为伙伴/自己添加护盾可抵挡3次伤害", is_inst: true, keep_waves: 15 },
{ uuid: 8302, skill: 6302, wave: 1, name: "治疗", info: "治疗伙伴/自己", is_inst: true, keep_waves: 15 },
{ uuid: 8705, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7005] },
{ uuid: 8706, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7006] },
{ uuid: 8707, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7007] },
// ==================== wave 1 档(基础强度) ====================
// --- 驻场卡Field ---
// === 5波技能 ===
{ uuid: 8303, skill: 6303, wave: 5, name: "获取金币", info: "增加一定数量的金币", is_inst: true, keep_waves: 15 },
{ uuid: 8401, skill: 6401, wave: 5, name: "攻击强化", info: "全体友方攻击力提升5点持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8402, skill: 6402, wave: 5, name: "生命强化", info: "全体友方最大生命值提升20点持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8403, skill: 6403, wave: 5, name: "暴击强化", info: "全体友方暴击率提升10%持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8404, skill: 6404, wave: 5, name: "暴伤强化", info: "全体友方暴击伤害提升20%持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8405, skill: 6405, wave: 5, name: "击晕强化", info: "全体友方击晕概率提升10%持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8408, skill: 6408, wave: 5, name: "穿刺强化", info: "全体友方穿透概率提升20%持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8409, skill: 6409, wave: 5, name: "风怒强化", info: "全体友方风怒次数提升1次持续1次", is_inst: true, keep_waves: 15 },
{ uuid: 8501, skill: 6501, wave: 5, name: "复活", info: "ap 代表复活的生命值百分比", is_inst: true, keep_waves: 15 },
{ uuid: 8701, skill: 0, wave: SKILL_CARD_WAVES[0], name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field },
{ uuid: 8702, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field },
{ uuid: 8703, skill: 0, wave: SKILL_CARD_WAVES[0], name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field },
{ uuid: 8704, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field },
{ uuid: 8705, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field },
{ uuid: 8706, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field },
{ uuid: 8707, skill: 0, wave: SKILL_CARD_WAVES[0], name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field },
{ uuid: 8708, skill: 0, wave: SKILL_CARD_WAVES[0], name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field },
{ uuid: 8709, skill: 0, wave: SKILL_CARD_WAVES[0], name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field },
// === 10波技能 ===
{ uuid: 8708, skill: 0, wave: 10, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7008] },
{ uuid: 8709, skill: 0, wave: 10, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7009] },
{ uuid: 8710, skill: 0, wave: 10, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7010] },
{ uuid: 8711, skill: 0, wave: 10, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7011] },
{ uuid: 8712, skill: 0, wave: 10, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7012] },
{ uuid: 8713, skill: 0, wave: 10, name: "购买优惠", info: "购买卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013] },
{ uuid: 8714, skill: 0, wave: 10, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7014] },
{ uuid: 8716, skill: 0, wave: 10, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7016] },
{ uuid: 8717, skill: 0, wave: 10, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7017] },
{ uuid: 8718, skill: 0, wave: 10, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7018] },
{ uuid: 8710, skill: 0, wave: SKILL_CARD_WAVES[0], name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field },
{ uuid: 8711, skill: 0, wave: SKILL_CARD_WAVES[0], name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field },
// === 15波技能 ===
{ uuid: 8701, skill: 0, wave: 15, name: "召唤强化", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7001] },
{ uuid: 8702, skill: 0, wave: 15, name: "死亡强化", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7002] },
{ uuid: 8703, skill: 0, wave: 15, name: "开场强化", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7003] },
{ uuid: 8704, skill: 0, wave: 15, name: "结束强化", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7004] },
// ==================== wave 5 档(强度 ×2 ====================
// --- 驻场卡field uuid +200对应 FieldSkillSet 72xx 段) ---
{ uuid: 8751, skill: 0, wave: SKILL_CARD_WAVES[1], name: "战后恢复+", info: "战斗结束生命回复量+20%", is_inst: false, keep_waves: -1, field: [7201], trigger_type: CardTriggerType.Field },
{ uuid: 8752, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻击加成+", info: "英雄攻击力+20%", is_inst: false, keep_waves: -1, field: [7202], trigger_type: CardTriggerType.Field },
{ uuid: 8753, skill: 0, wave: SKILL_CARD_WAVES[1], name: "击晕加成+", info: "英雄击晕概率+20%", is_inst: false, keep_waves: -1, field: [7203], trigger_type: CardTriggerType.Field },
{ uuid: 8754, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴击加成+", info: "英雄暴击率+20%", is_inst: false, keep_waves: -1, field: [7204], trigger_type: CardTriggerType.Field },
{ uuid: 8755, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴伤加成+", info: "英雄暴击伤害+40%", is_inst: false, keep_waves: -1, field: [7205], trigger_type: CardTriggerType.Field },
{ uuid: 8756, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻速加成+", info: "英雄攻击速度+20%", is_inst: false, keep_waves: -1, field: [7206], trigger_type: CardTriggerType.Field },
{ uuid: 8757, skill: 0, wave: SKILL_CARD_WAVES[1], name: "生命加成+", info: "英雄最大生命+20%", is_inst: false, keep_waves: -1, field: [7207], trigger_type: CardTriggerType.Field },
{ uuid: 8758, skill: 0, wave: SKILL_CARD_WAVES[1], name: "风怒加成+", info: "英雄风怒概率+20%", is_inst: false, keep_waves: -1, field: [7208], trigger_type: CardTriggerType.Field },
{ uuid: 8759, skill: 0, wave: SKILL_CARD_WAVES[1], name: "穿刺加成+", info: "英雄穿刺概率+20%", is_inst: false, keep_waves: -1, field: [7209], trigger_type: CardTriggerType.Field },
// --- 范围攻击卡ap 递增,间隔缩短) ---
{ uuid: 8261, skill: 6201, wave: SKILL_CARD_WAVES[1], name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8262, skill: 6202, wave: SKILL_CARD_WAVES[1], name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8263, skill: 6203, wave: SKILL_CARD_WAVES[1], name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8264, skill: 6204, wave: SKILL_CARD_WAVES[1], name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8265, skill: 6205, wave: SKILL_CARD_WAVES[1], name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8266, skill: 6206, wave: SKILL_CARD_WAVES[1], name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
// === 20波技能 ===
{ uuid: 8201, skill: 6201, wave: 20, name: "雷墙", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8202, skill: 6202, wave: 20, name: "火墙", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8203, skill: 6203, wave: 20, name: "飓风", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8204, skill: 6204, wave: 20, name: "水墙", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8205, skill: 6205, wave: 20, name: "风墙", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8206, skill: 6206, wave: 20, name: "陨石术", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 },
{ uuid: 8760, skill: 0, wave: SKILL_CARD_WAVES[1], name: "金币收益+", info: "每回合金币收益+2", is_inst: false, keep_waves: -1, field: [7210], trigger_type: CardTriggerType.Field },
{ uuid: 8761, skill: 0, wave: SKILL_CARD_WAVES[1], name: "购买优惠+", info: "购买卡牌费用-2金币", is_inst: false, keep_waves: -1, field: [7212], trigger_type: CardTriggerType.Field },
{ uuid: 8762, skill: 0, wave: SKILL_CARD_WAVES[1], name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7213], trigger_type: CardTriggerType.Field },
// ==================== wave 8 档(强度 ×3 ====================
// --- 驻场卡field uuid +400对应 FieldSkillSet 74xx 段) ---
{ uuid: 8801, skill: 0, wave: SKILL_CARD_WAVES[2], name: "战后恢复++", info: "战斗结束生命回复量+30%", is_inst: false, keep_waves: -1, field: [7401], trigger_type: CardTriggerType.Field },
{ uuid: 8802, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击加成++", info: "英雄攻击力+30%", is_inst: false, keep_waves: -1, field: [7402], trigger_type: CardTriggerType.Field },
{ uuid: 8803, skill: 0, wave: SKILL_CARD_WAVES[2], name: "击晕加成++", info: "英雄击晕概率+30%", is_inst: false, keep_waves: -1, field: [7403], trigger_type: CardTriggerType.Field },
{ uuid: 8804, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴击加成++", info: "英雄暴击率+30%", is_inst: false, keep_waves: -1, field: [7404], trigger_type: CardTriggerType.Field },
{ uuid: 8805, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴伤加成++", info: "英雄暴击伤害+60%", is_inst: false, keep_waves: -1, field: [7405], trigger_type: CardTriggerType.Field },
{ uuid: 8806, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻速加成++", info: "英雄攻击速度+30%", is_inst: false, keep_waves: -1, field: [7406], trigger_type: CardTriggerType.Field },
{ uuid: 8807, skill: 0, wave: SKILL_CARD_WAVES[2], name: "生命加成++", info: "英雄最大生命+30%", is_inst: false, keep_waves: -1, field: [7407], trigger_type: CardTriggerType.Field },
{ uuid: 8808, skill: 0, wave: SKILL_CARD_WAVES[2], name: "风怒加成++", info: "英雄风怒概率+30%", is_inst: false, keep_waves: -1, field: [7408], trigger_type: CardTriggerType.Field },
{ uuid: 8809, skill: 0, wave: SKILL_CARD_WAVES[2], name: "穿刺加成++", info: "英雄穿刺概率+30%", is_inst: false, keep_waves: -1, field: [7409], trigger_type: CardTriggerType.Field },
{ uuid: 8361, skill: 6201, wave: SKILL_CARD_WAVES[2], name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8362, skill: 6202, wave: SKILL_CARD_WAVES[2], name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8363, skill: 6203, wave: SKILL_CARD_WAVES[2], name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8364, skill: 6204, wave: SKILL_CARD_WAVES[2], name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8365, skill: 6205, wave: SKILL_CARD_WAVES[2], name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8366, skill: 6206, wave: SKILL_CARD_WAVES[2], name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8810, skill: 0, wave: SKILL_CARD_WAVES[2], name: "金币收益++", info: "每回合金币收益+3", is_inst: false, keep_waves: -1, field: [7410], trigger_type: CardTriggerType.Field },
{ uuid: 8811, skill: 0, wave: SKILL_CARD_WAVES[2], name: "召唤强化++", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field },
{ uuid: 8812, skill: 0, wave: SKILL_CARD_WAVES[2], name: "死亡强化++", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7015], trigger_type: CardTriggerType.Field },
{ uuid: 8813, skill: 0, wave: SKILL_CARD_WAVES[2], name: "开场强化++", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field },
{ uuid: 8814, skill: 0, wave: SKILL_CARD_WAVES[2], name: "结束强化++", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field },
{ uuid: 8815, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击强化++", info: "攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field },
{ uuid: 8816, skill: 0, wave: SKILL_CARD_WAVES[2], name: "受击强化++", info: "被攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7019], trigger_type: CardTriggerType.Field },
// --- 范围攻击卡ap 最高,间隔最短) ---
];
SkillCardData.forEach(data => {
@@ -204,14 +261,18 @@ SkillCardData.forEach(data => {
pool_lv: waveToPoolLv[data.wave] as CardLV,
wave: data.wave,
kind: CKind.Skill,
card_lv: 1,
card_lv: waveToPoolLv[data.wave], // wave 1→1, 5→2, 8→3
name: data.name,
info: data.info,
icon: data.icon, // 【新增】透传自定义图标ID优先级最高
is_inst: data.is_inst,
t_times: data.t_times || (data.is_inst ? 1 : 999),
t_inv: data.t_inv || 0,
keep_waves: data.keep_waves,
field: data.field
field: data.field,
overrides: data.overrides, // 【修复】原遗漏
trigger_type: data.trigger_type, // 【新增】显式触发类型
trigger_limit: data.trigger_limit, // 【新增】事件型触发次数上限
});
});

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