Compare commits
5 Commits
c59ba45b5b
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222dddbb05
| Author | SHA1 | Date | |
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222dddbb05 | ||
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2b3a68fb2a | ||
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2872b643f8 | ||
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2d49c82590 | ||
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b098db849b |
File diff suppressed because it is too large
Load Diff
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@@ -538,7 +551,7 @@
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{
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@@ -554,7 +567,7 @@
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{
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"propertyPath": [
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"_euler"
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@@ -569,7 +582,7 @@
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"_active"
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@@ -579,7 +592,7 @@
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{
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"_contentSize"
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@@ -599,7 +612,7 @@
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{
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"asset": {
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"_name"
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@@ -686,7 +699,7 @@
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@@ -701,7 +714,7 @@
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{
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"_lrot"
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@@ -717,7 +730,7 @@
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{
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"__type__": "CCPropertyOverrideInfo",
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"_euler"
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@@ -732,7 +745,7 @@
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{
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"__type__": "CCPropertyOverrideInfo",
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"targetInfo": {
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},
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"propertyPath": [
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"_lpos"
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@@ -753,7 +766,7 @@
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{
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"__type__": "CCPropertyOverrideInfo",
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"targetInfo": {
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"propertyPath": [
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"_lscale"
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@@ -775,7 +788,7 @@
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 46
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"__id__": 47
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},
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"_contentSize": {
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"__type__": "cc.Size",
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@@ -803,10 +816,10 @@
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"_enabled": true,
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"__prefab": {
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"__id__": 49
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},
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"anm": {
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"__id__": 14
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},
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"_id": ""
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@@ -824,7 +837,7 @@
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"_enabled": true,
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"__prefab": {
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"__id__": 50
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"__id__": 51
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},
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"debugMode": false,
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"_id": ""
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@@ -843,7 +856,7 @@
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},
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"_enabled": true,
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"__prefab": {
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},
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"enabledContactListener": true,
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"bullet": false,
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@@ -877,7 +890,7 @@
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"_enabled": true,
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"__prefab": {
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"__id__": 55
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},
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"tag": 0,
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"_group": 4,
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@@ -911,7 +924,7 @@
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"_enabled": true,
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"__prefab": {
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"__id__": 57
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},
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"playOnLoad": false,
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"_clips": [],
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@@ -935,10 +948,10 @@
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@@ -2474,7 +2474,7 @@
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@@ -2515,7 +2515,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 960,
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -2590,7 +2590,7 @@
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@@ -2618,8 +2618,6 @@
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@@ -2646,7 +2644,7 @@
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@@ -3326,7 +3324,7 @@
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@@ -3613,7 +3607,7 @@
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@@ -3688,7 +3682,7 @@
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@@ -3744,7 +3736,7 @@
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@@ -4288,7 +4280,7 @@
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@@ -4396,8 +4388,6 @@
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@@ -4507,8 +4495,6 @@
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@@ -8909,8 +8893,6 @@
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File diff suppressed because it is too large
Load Diff
@@ -300,10 +300,10 @@
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"height": 63,
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"pivotX": 0.5,
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@@ -1,4 +1,4 @@
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/**
|
||||
/**
|
||||
* @file HeroSkillDesc.ts
|
||||
* @description 英雄技能/能力描述的【唯一文字表达标准层】
|
||||
*
|
||||
@@ -91,8 +91,21 @@ const ATTR_NAME: Partial<Record<Attrs, string>> = {
|
||||
/** 富文本数值高亮色(鲜亮绿色,深色面板上高亮醒目) */
|
||||
const RICH_VALUE_COLOR = "#3CE66E";
|
||||
|
||||
/** 富文本技能名高亮色(蓝色,与数值绿色区分,标识技能名「」片段) */
|
||||
const RICH_NAME_COLOR = "#2E86C1";
|
||||
/** 富文本技能名高亮色(蜜桃橙,暖色系,与面板绿/蓝/红/黄/紫均不冲突) */
|
||||
const RICH_NAME_COLOR = "#F8C471";
|
||||
|
||||
/** 技能名描边色(深褐,衬托蜜桃橙填充,深色面板上温馨醒目) */
|
||||
const RICH_NAME_OUTLINE = "#6E2C00";
|
||||
|
||||
/**
|
||||
* 技能名富文本片段:[技能名]整体蜜桃橙填充 + 深褐描边(含方括号)。
|
||||
* 括号与技能名同色同描边,正文/数值不描边,突出技能名视觉层级。
|
||||
* @param name 技能名(纯文本,不含括号)
|
||||
* @returns <outline><color>[技能名]</color></outline> 富文本片段
|
||||
*/
|
||||
function skillNameRich(name: string): string {
|
||||
return `<outline color=${RICH_NAME_OUTLINE} width=1><color=${RICH_NAME_COLOR}>[${name}]</color></outline>`;
|
||||
}
|
||||
|
||||
/** 富文本未激活档位整行灰色(低饱和,深色面板上可读但明显弱化) */
|
||||
const RICH_LOCKED_COLOR = "#95A5A6";
|
||||
@@ -100,9 +113,6 @@ const RICH_LOCKED_COLOR = "#95A5A6";
|
||||
/** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */
|
||||
const SKILL_NAME_PATTERN = /「([^」]*)」/g;
|
||||
|
||||
/** 技能等级罗马数字徽章(索引 = 技能等级 1~5),用于技能名后的品质感等级标识 */
|
||||
const SKILL_LV_BADGE = ["", "Ⅰ", "Ⅱ", "Ⅲ", "Ⅳ", "Ⅴ"];
|
||||
|
||||
/** "持续X秒"匹配模式(卡片描述后处理:把持续时间数值也高亮) */
|
||||
const DURATION_PATTERN = /持续(\d+)秒/g;
|
||||
|
||||
@@ -210,12 +220,13 @@ function buildEffectLine(head: string, skill: SkillConfig): ISkillLine {
|
||||
* 为 key 查标准动词,数值按 fmt(比例/整数/减免)从 value 实时渲染。
|
||||
*
|
||||
* @param showName 是否在行中包含「技能名」片段(英雄面板需要,装备商店不需要)
|
||||
* @param nameOverride 技能名覆盖(英雄语境传入 heroSet 语境专属命名,缺省用 FieldSkillSet 通用名)
|
||||
*/
|
||||
function buildFieldLine(head: string, uuid: number, showName: boolean = true): ISkillLine | null {
|
||||
function buildFieldLine(head: string, uuid: number, showName: boolean = true, nameOverride?: string): ISkillLine | null {
|
||||
const fs = FieldSkillSet[uuid];
|
||||
if (!fs) return null;
|
||||
const desc = FieldDescSet[fs.type];
|
||||
const nameSeg = showName ? `「${fs.name}」 ` : "";
|
||||
const nameSeg = showName ? `「${nameOverride ?? fs.name}」 ` : "";
|
||||
// 未入表类型回退基础备注 info,整行不高亮
|
||||
if (!desc) return { prefix: `${head}${nameSeg}${fs.info}`, value: "", suffix: "" };
|
||||
|
||||
@@ -257,7 +268,7 @@ function buildReviveLines(source: ISkillDescSource, showName: boolean = true, sh
|
||||
const nameSeg = showName ? `「${base.name}」 ` : "";
|
||||
// 高亮片段选回血百分比(数值中最关键的收益指标)
|
||||
return {
|
||||
prefix: `${head}${nameSeg}可复活${maxCount}次,每次恢复`,
|
||||
prefix: `${head}${nameSeg}可复活${maxCount}次, 每次恢复`,
|
||||
value: `${hpPct}%`,
|
||||
suffix: "生命",
|
||||
locked,
|
||||
@@ -475,11 +486,11 @@ export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrid
|
||||
// SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间
|
||||
const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0;
|
||||
const cdTag = dur > 0 ? `<color=${RICH_VALUE_COLOR}>持续:${dur}s</color>` : "";
|
||||
const nameTag = `「<color=${RICH_NAME_COLOR}>${skill.name}</color>」 Lv.${lv}`;
|
||||
const nameTag = `${skillNameRich(skill.name)} Lv.${lv}`;
|
||||
|
||||
// 复用结构化效果行,head 为空避免重复触发类型前缀
|
||||
const line = buildEffectLine("", skill);
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`);
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||||
const effect = line.value
|
||||
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
|
||||
: `${prefix}${line.suffix}`;
|
||||
@@ -499,7 +510,7 @@ export function buildEquipRich(fieldUuids: number[], showName: boolean = false):
|
||||
for (const uuid of fieldUuids) {
|
||||
const line = buildFieldLine("", uuid, showName);
|
||||
if (!line) continue;
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`);
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||||
const text = line.value
|
||||
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
|
||||
: `${prefix}${line.suffix}`;
|
||||
@@ -527,7 +538,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
|
||||
|
||||
// 单条效果 → 富文本(技能名蓝色、数值绿色高亮、持续秒数高亮)
|
||||
const effectRich = (line: ISkillLine): string => {
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`);
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||||
const text = line.value
|
||||
? `${prefix}<color=${RICH_VALUE_COLOR}>${line.value}</color>${line.suffix}`
|
||||
: `${prefix}${line.suffix}`;
|
||||
@@ -562,28 +573,29 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
|
||||
const curTrig = needCount
|
||||
? `${trigName}<color=${RICH_VALUE_COLOR}>${cur.t_num}</color>次`
|
||||
: trigName;
|
||||
// 技能名 + 罗马数字等级徽章(如 "不屈壁垒Ⅰ"),等级徽标随技能名一并蓝色高亮
|
||||
const badge = SKILL_LV_BADGE[curSLv] ?? `${curSLv}`;
|
||||
const curHead = `「${skillName}${badge}」: ${curTrig},`;
|
||||
// 技能名 + 档位数字后缀(如 "不屈壁垒1"),与光环命名口径一致
|
||||
const curHead = `「${skillName}${curSLv}」: ${curTrig}, `;
|
||||
lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
|
||||
}
|
||||
}
|
||||
|
||||
// 驻场光环(field)
|
||||
// 驻场光环(field):技能名按档位带数字后缀(如 [攻击光环1]/[攻击光环2]),便于玩家识别成长
|
||||
const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
|
||||
if (fieldEntries?.length) {
|
||||
const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
|
||||
for (const uuid of resolveFieldByLv(fieldEntries, lv)) {
|
||||
const line = buildFieldLine(`${tpl}: `, uuid, true);
|
||||
// uuid 百位编码档位:7002 基础(0)=1、7202 +(2)=2、7402 ++(4)=3
|
||||
const tier = Math.floor((uuid % 1000) / 100) / 2 + 1;
|
||||
const baseName = getTriggerSkillName(SkillTriggerType.Field, uuid);
|
||||
const line = buildFieldLine("", uuid, true, `${baseName}${tier}`);
|
||||
if (line) lines.push(effectRich(line));
|
||||
}
|
||||
}
|
||||
|
||||
// 复活(revive)
|
||||
// 重生(revive):每回合拥有 N 次重生机会,死亡后以 X% 血量原地重生
|
||||
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
|
||||
if (revive) {
|
||||
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
|
||||
lines.push(`「<color=${RICH_NAME_COLOR}>${reviveName}</color>」: 死亡后以<color=${RICH_VALUE_COLOR}>${Math.round(revive.upr * 100)}%</color>血量复活<color=${RICH_VALUE_COLOR}>${revive.r_num}</color>次`);
|
||||
lines.push(`${skillNameRich(reviveName)}: 每回合拥有<color=${RICH_VALUE_COLOR}>${revive.r_num}</color>次重生机会, 死亡后以<color=${RICH_VALUE_COLOR}>${Math.round(revive.upr * 100)}%</color>血量原地重生`);
|
||||
}
|
||||
|
||||
return lines.join("\n");
|
||||
@@ -605,7 +617,7 @@ function highlightDuration(text: string): string {
|
||||
*/
|
||||
function renderLineRich(line: ISkillLine): string {
|
||||
if (line.locked) return `<color=${RICH_LOCKED_COLOR}>${line.prefix}${line.value}${line.suffix}</color>`;
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「<color=${RICH_NAME_COLOR}>$1</color>」`);
|
||||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||||
// 未来档数值灰色追加在当前高亮数值后("15%/20%/30%"),suffix 仍位于整段数值之后
|
||||
const next = line.nextValues?.length ? `<color=${RICH_LOCKED_COLOR}>/${line.nextValues.join("/")}</color>` : "";
|
||||
return line.value
|
||||
@@ -674,9 +686,9 @@ export function buildCardDescRich(card: CardConfig): string {
|
||||
return rich;
|
||||
}
|
||||
|
||||
const rhythm = `每<color=${RICH_VALUE_COLOR}>${tInv}</color>秒召唤<color=${RICH_VALUE_COLOR}>${(card.overrides?.num ?? 0) + 1}</color>个「<color=${RICH_NAME_COLOR}>${skill.name}</color>」攻击敌人`;
|
||||
const times = `,共<color=${RICH_VALUE_COLOR}>${tTimes}</color>次`;
|
||||
return `${rhythm},${rich}${times}`;
|
||||
const rhythm = `每<color=${RICH_VALUE_COLOR}>${tInv}</color>秒召唤<color=${RICH_VALUE_COLOR}>${(card.overrides?.num ?? 0) + 1}</color>个${skillNameRich(skill.name)}攻击敌人`;
|
||||
const times = `, 共<color=${RICH_VALUE_COLOR}>${tTimes}</color>次`;
|
||||
return `${rhythm}, ${rich}${times}`;
|
||||
}
|
||||
|
||||
return card.info || "";
|
||||
|
||||
@@ -60,39 +60,39 @@ export const SkillDescSet: Record<number, SkillDescConfig> = {
|
||||
// 6401 攻击强化:永久 ap=攻击点;计时 buff_value=攻击点
|
||||
6401: {
|
||||
verb: "攻击力", unit: "", permField: "ap", timedField: "buff_value",
|
||||
templPerm: "{target}{verb}+{value}",
|
||||
templTimed: "{target}{verb}+{value},持续{dur}秒",
|
||||
templPerm: "{target}{verb}永久+{value}",
|
||||
templTimed: "{target}{verb}+{value}, 持续{dur}秒",
|
||||
},
|
||||
// 6402 生命强化:ap = 最大生命点
|
||||
6402: {
|
||||
verb: "最大生命", unit: "", permField: "ap",
|
||||
templPerm: "{target}{verb}+{value}",
|
||||
templPerm: "{target}{verb}永久+{value}",
|
||||
},
|
||||
// 6403 暴击强化:永久 ap=暴击%;计时 buff_value=暴击%
|
||||
6403: {
|
||||
verb: "暴击率", unit: "%", permField: "ap", timedField: "buff_value",
|
||||
templPerm: "{target}{verb}+{value}{unit}",
|
||||
templTimed: "{target}{verb}+{value}{unit},持续{dur}秒",
|
||||
templPerm: "{target}{verb}永久+{value}{unit}",
|
||||
templTimed: "{target}{verb}+{value}{unit}, 持续{dur}秒",
|
||||
},
|
||||
// 6404 暴伤强化:ap = 暴击伤害%
|
||||
6404: {
|
||||
verb: "暴击伤害", unit: "%", permField: "ap",
|
||||
templPerm: "{target}{verb}+{value}{unit}",
|
||||
templPerm: "{target}{verb}永久+{value}{unit}",
|
||||
},
|
||||
// 6405 击晕强化:ap = 击晕概率%
|
||||
6405: {
|
||||
verb: "击晕概率", unit: "%", permField: "ap",
|
||||
templPerm: "{target}{verb}+{value}{unit}",
|
||||
templPerm: "{target}{verb}永久+{value}{unit}",
|
||||
},
|
||||
// 6408 穿刺强化:ap = 穿刺概率%
|
||||
6408: {
|
||||
verb: "穿刺概率", unit: "%", permField: "ap",
|
||||
templPerm: "{target}{verb}+{value}{unit}",
|
||||
templPerm: "{target}{verb}永久+{value}{unit}",
|
||||
},
|
||||
// 6409 风怒强化:ap = 风怒次数
|
||||
6409: {
|
||||
verb: "风怒次数", unit: "次", permField: "ap",
|
||||
templPerm: "{target}{verb}+{value}{unit}",
|
||||
templPerm: "{target}{verb}永久+{value}{unit}",
|
||||
},
|
||||
// 6501 复活:ap = 复活生命值百分比
|
||||
6501: {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
|
||||
// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
|
||||
import { Attrs } from "./HeroAttrs";
|
||||
|
||||
export enum HSSet {
|
||||
@@ -303,25 +303,25 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6101: {
|
||||
uuid: 6101, name: "火球", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, stun: 0, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率暴击,高阶技能",
|
||||
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害, 一定几率暴击, 高阶技能",
|
||||
},
|
||||
//怪物法师统一使用 暗影球
|
||||
6102: {
|
||||
uuid: 6102, name: "飓风", sp_name: "fb-2", icon: "Stat_Mana", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,高阶技能",
|
||||
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害, 高阶技能",
|
||||
},
|
||||
6201: {
|
||||
uuid: 6201, name: "陨石术", sp_name: "fb-3", icon: "Stat_Tripleshot", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max",
|
||||
DTType: DTType.aoe_grid, stun: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "召唤陨石范围攻击敌人,有概率击晕",
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "召唤陨石范围攻击敌人, 有概率击晕",
|
||||
},
|
||||
|
||||
//============================= ====== 辅助技能 技能卡牌 1 回合技能 ====== ==========================
|
||||
6301: {
|
||||
uuid: 6301, name: "护盾", sp_name: "buff_wind", icon: "Stat_Defense", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Shield, ap: 3, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "为伙伴/自己添加护盾,可抵挡3次伤害",
|
||||
RType: RType.fixed, EType: EType.animationEnd, info: "为伙伴/自己添加护盾, 可抵挡3次伤害",
|
||||
},
|
||||
6302: {
|
||||
uuid: 6302, name: "治疗", sp_name: "buff_wind", icon: "Stat_Hp_01", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "atk",
|
||||
@@ -338,32 +338,32 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6401: {
|
||||
uuid: 6401, name: "攻击强化", sp_name: "buff_wind", icon: "Stat_Attack_03", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 5, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力提升5点,持续1次",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力提升5点, 持续1次",
|
||||
},
|
||||
6402: {
|
||||
uuid: 6402, name: "生命强化", sp_name: "buff_wind", icon: "Stat_Hp_02", TGroup: TGroup.Team, readyAnm: "up_hp", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值提升20点,持续1次",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值提升20点, 持续1次",
|
||||
},
|
||||
6403: {
|
||||
uuid: 6403, name: "暴击强化", sp_name: "buff_wind", icon: "Stat_CriticalChance_02", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, timed_buff_id: 7012, info: "全体友方暴击率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, timed_buff_id: 7012, info: "全体友方暴击率限时提升, 持续5秒",
|
||||
},
|
||||
6404: {
|
||||
uuid: 6404, name: "暴伤强化", sp_name: "buff_wind", icon: "Stat_Critical_01", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical_damage, timed_buff_id: 7020, info: "全体友方暴击伤害限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical_damage, timed_buff_id: 7020, info: "全体友方暴击伤害限时提升, 持续5秒",
|
||||
},
|
||||
6405: {
|
||||
uuid: 6405, name: "击晕强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_chance, timed_buff_id: 7017, info: "全体友方击晕概率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_chance, timed_buff_id: 7017, info: "全体友方击晕概率限时提升, 持续5秒",
|
||||
},
|
||||
6406: {
|
||||
uuid: 6406, name: "击退强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率限时提升, 持续5秒",
|
||||
},
|
||||
6407: {
|
||||
uuid: 6407, name: "距推强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
@@ -373,17 +373,17 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6408: {
|
||||
uuid: 6408, name: "穿刺强化", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, timed_buff_id: 7014, info: "全体友方穿透概率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, timed_buff_id: 7014, info: "全体友方穿透概率限时提升, 持续5秒",
|
||||
},
|
||||
6409: {
|
||||
uuid: 6409, name: "风怒强化", sp_name: "buff_wind", icon: "Stat_CriticalComboChance", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率限时提升, 持续5秒",
|
||||
},
|
||||
6410: {
|
||||
uuid: 6410, name: "冰冻强化", sp_name: "buff_wind", icon: "Stat_Freeze", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_chance, timed_buff_id: 7021, info: "全体友方冰冻概率限时提升,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_chance, timed_buff_id: 7021, info: "全体友方冰冻概率限时提升, 持续5秒",
|
||||
},
|
||||
6501: {
|
||||
uuid: 6501, name: "复活", sp_name: "buff_wind", icon: "Stat_HolyDamage", TGroup: TGroup.Self, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
@@ -396,52 +396,52 @@ export const SkillSet: Record<number, SkillConfig> = {
|
||||
6502: {
|
||||
uuid: 6502, name: "计时回血", sp_name: "buff_wind", icon: "Stat_PotionBoost", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp, timed_buff_id: 7010, info: "全体友方每秒回复生命,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp, timed_buff_id: 7010, info: "全体友方每秒回复生命, 持续5秒",
|
||||
},
|
||||
6503: {
|
||||
uuid: 6503, name: "攻击爆发", sp_name: "buff_wind", icon: "Stat_Attack_03", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, timed_buff_id: 7011, info: "全体友方攻击力提升50%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, timed_buff_id: 7011, info: "全体友方攻击力提升50%, 持续5秒",
|
||||
},
|
||||
6504: {
|
||||
uuid: 6504, name: "暴击爆发", sp_name: "buff_wind", icon: "Stat_CriticalChance_02", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, timed_buff_id: 7012, info: "全体友方暴击率提升30%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, timed_buff_id: 7012, info: "全体友方暴击率提升30%, 持续5秒",
|
||||
},
|
||||
6505: {
|
||||
uuid: 6505, name: "击退爆发", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率提升30%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率提升30%, 持续5秒",
|
||||
},
|
||||
6506: {
|
||||
uuid: 6506, name: "穿透爆发", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, timed_buff_id: 7014, info: "全体友方穿透概率提升30%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, timed_buff_id: 7014, info: "全体友方穿透概率提升30%, 持续5秒",
|
||||
},
|
||||
6507: {
|
||||
uuid: 6507, name: "攻速爆发", sp_name: "buff_wind", icon: "Stat_AttackSpeed_02", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.speed, timed_buff_id: 7015, info: "全体友方攻击速度提升40%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.speed, timed_buff_id: 7015, info: "全体友方攻击速度提升40%, 持续5秒",
|
||||
},
|
||||
6508: {
|
||||
uuid: 6508, name: "风怒爆发", sp_name: "buff_wind", icon: "Stat_CriticalComboChance", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率提升20%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, timed_buff_id: 7016, info: "全体友方风怒概率提升20%, 持续5秒",
|
||||
},
|
||||
6509: {
|
||||
uuid: 6509, name: "击晕爆发", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_chance, timed_buff_id: 7017, info: "全体友方击晕概率提升30%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_chance, timed_buff_id: 7017, info: "全体友方击晕概率提升30%, 持续5秒",
|
||||
},
|
||||
6510: {
|
||||
uuid: 6510, name: "击晕抗性", sp_name: "buff_wind", icon: "Stat_Armor_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_res, timed_buff_id: 7018, info: "全体友方击晕抗性提升50%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.stun_res, timed_buff_id: 7018, info: "全体友方击晕抗性提升50%, 持续5秒",
|
||||
},
|
||||
6511: {
|
||||
uuid: 6511, name: "冰冻抗性", sp_name: "buff_wind", icon: "Stat_Freeze", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
|
||||
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_res, timed_buff_id: 7019, info: "全体友方冰冻抗性提升50%,持续5秒",
|
||||
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_res, timed_buff_id: 7019, info: "全体友方冰冻抗性提升50%, 持续5秒",
|
||||
}
|
||||
|
||||
};
|
||||
@@ -455,15 +455,15 @@ export enum FieldSkillType {
|
||||
SellGold = 6, // 卖出英雄金币提升
|
||||
WaveHeal = 7, // 战斗结束生命回复量提升
|
||||
HeroAtk = 8, // 英雄攻击力加成
|
||||
HeroStun = 9, // 英雄击晕加成
|
||||
HeroCrit = 10, // 英雄暴击加成
|
||||
HeroStun = 9, // 英雄击晕光环
|
||||
HeroCrit = 10, // 英雄暴击光环
|
||||
HeroCritDamage = 11, // 英雄暴击伤害加成
|
||||
HeroSpeed = 12, // 英雄攻击速度加成
|
||||
// ---- 13~18 由 TalentSet 迁移而来,统一为驻场口径 ----
|
||||
// 备注:SellGold 已原生覆盖"出售返还"语义,故 TalentSet 中的 SellBonus 不再单独保留
|
||||
BuyDiscount = 13, // 购买卡牌费用减免(金币)
|
||||
RefreshDiscount = 14, // 刷新卡牌费用减免(金币)
|
||||
HeroHp = 16, // 英雄最大生命加成
|
||||
HeroHp = 16, // 英雄最大生命光环
|
||||
HeroWindFury = 17, // 英雄风怒概率加成
|
||||
HeroPuncture = 18, // 英雄穿刺概率加成
|
||||
AtkCount = 19, // 攻击触发技能次数提升
|
||||
@@ -483,14 +483,14 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
|
||||
|
||||
|
||||
7001: { uuid: 7001, name: "战后恢复", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.1, info: "战斗结束生命回复量+10%" },
|
||||
7002: { uuid: 7002, name: "攻击加成", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.1, info: "英雄攻击力+10%" },
|
||||
7003: { uuid: 7003, name: "击晕加成", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.1, info: "英雄击晕概率+10%" },
|
||||
7004: { uuid: 7004, name: "暴击加成", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.1, info: "英雄暴击率+10%" },
|
||||
7005: { uuid: 7005, name: "暴伤加成", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.2, info: "英雄暴击伤害+20%" },
|
||||
7006: { uuid: 7006, name: "攻速加成", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.1, info: "英雄攻击速度+10%" },
|
||||
7007: { uuid: 7007, name: "生命加成", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" },
|
||||
7008: { uuid: 7008, name: "风怒加成", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" },
|
||||
7009: { uuid: 7009, name: "穿刺加成", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" },
|
||||
7002: { uuid: 7002, name: "攻击光环", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.1, info: "英雄攻击力+10%" },
|
||||
7003: { uuid: 7003, name: "击晕光环", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.1, info: "英雄击晕概率+10%" },
|
||||
7004: { uuid: 7004, name: "暴击光环", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.1, info: "英雄暴击率+10%" },
|
||||
7005: { uuid: 7005, name: "暴伤光环", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.2, info: "英雄暴击伤害+20%" },
|
||||
7006: { uuid: 7006, name: "攻速光环", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.1, info: "英雄攻击速度+10%" },
|
||||
7007: { uuid: 7007, name: "生命光环", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" },
|
||||
7008: { uuid: 7008, name: "风怒光环", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" },
|
||||
7009: { uuid: 7009, name: "穿刺光环", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" },
|
||||
|
||||
7010: { uuid: 7010, name: "金币收益", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 1, info: "每回合金币收益+1" },
|
||||
7011: { uuid: 7011, name: "出售强化", icon: "Stat_GoldGainIncrease_01", type: FieldSkillType.SellGold, value: 1, info: "卖出英雄金币+1" },
|
||||
@@ -507,14 +507,14 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
|
||||
// ============ wave5 档(原值 ×2) ============
|
||||
|
||||
7201: { uuid: 7201, name: "战后恢复+", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.2, info: "战斗结束生命回复量+20%" },
|
||||
7202: { uuid: 7202, name: "攻击加成+", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.2, info: "英雄攻击力+20%" },
|
||||
7203: { uuid: 7203, name: "击晕加成+", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.2, info: "英雄击晕概率+20%" },
|
||||
7204: { uuid: 7204, name: "暴击加成+", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.2, info: "英雄暴击率+20%" },
|
||||
7205: { uuid: 7205, name: "暴伤加成+", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.4, info: "英雄暴击伤害+40%" },
|
||||
7206: { uuid: 7206, name: "攻速加成+", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" },
|
||||
7207: { uuid: 7207, name: "生命加成+", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.2, info: "英雄最大生命+20%" },
|
||||
7208: { uuid: 7208, name: "风怒加成+", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.2, info: "英雄风怒概率+20%" },
|
||||
7209: { uuid: 7209, name: "穿刺加成+", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.2, info: "英雄穿刺概率+20%" },
|
||||
7202: { uuid: 7202, name: "攻击光环+", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.2, info: "英雄攻击力+20%" },
|
||||
7203: { uuid: 7203, name: "击晕光环+", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.2, info: "英雄击晕概率+20%" },
|
||||
7204: { uuid: 7204, name: "暴击光环+", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.2, info: "英雄暴击率+20%" },
|
||||
7205: { uuid: 7205, name: "暴伤光环+", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.4, info: "英雄暴击伤害+40%" },
|
||||
7206: { uuid: 7206, name: "攻速光环+", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" },
|
||||
7207: { uuid: 7207, name: "生命光环+", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.2, info: "英雄最大生命+20%" },
|
||||
7208: { uuid: 7208, name: "风怒光环+", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.2, info: "英雄风怒概率+20%" },
|
||||
7209: { uuid: 7209, name: "穿刺光环+", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.2, info: "英雄穿刺概率+20%" },
|
||||
|
||||
|
||||
7210: { uuid: 7210, name: "金币收益+", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 2, info: "每回合金币收益+2" },
|
||||
@@ -525,14 +525,14 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
|
||||
|
||||
|
||||
7401: { uuid: 7401, name: "战后恢复++", icon: "Stat_PotionBoost", type: FieldSkillType.WaveHeal, value: 0.3, info: "战斗结束生命回复量+30%" },
|
||||
7402: { uuid: 7402, name: "攻击加成++", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.3, info: "英雄攻击力+30%" },
|
||||
7403: { uuid: 7403, name: "击晕加成++", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.3, info: "英雄击晕概率+30%" },
|
||||
7404: { uuid: 7404, name: "暴击加成++", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.3, info: "英雄暴击率+30%" },
|
||||
7405: { uuid: 7405, name: "暴伤加成++", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.6, info: "英雄暴击伤害+60%" },
|
||||
7406: { uuid: 7406, name: "攻速加成++", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.3, info: "英雄攻击速度+30%" },
|
||||
7407: { uuid: 7407, name: "生命加成++", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.3, info: "英雄最大生命+30%" },
|
||||
7408: { uuid: 7408, name: "风怒加成++", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.3, info: "英雄风怒概率+30%" },
|
||||
7409: { uuid: 7409, name: "穿刺加成++", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.3, info: "英雄穿刺概率+30%" },
|
||||
7402: { uuid: 7402, name: "攻击光环++", icon: "Stat_Attack_03", type: FieldSkillType.HeroAtk, value: 0.3, info: "英雄攻击力+30%" },
|
||||
7403: { uuid: 7403, name: "击晕光环++", icon: "Stat_Stun_01", type: FieldSkillType.HeroStun, value: 0.3, info: "英雄击晕概率+30%" },
|
||||
7404: { uuid: 7404, name: "暴击光环++", icon: "Stat_CriticalChance_02", type: FieldSkillType.HeroCrit, value: 0.3, info: "英雄暴击率+30%" },
|
||||
7405: { uuid: 7405, name: "暴伤光环++", icon: "Stat_Critical_01", type: FieldSkillType.HeroCritDamage, value: 0.6, info: "英雄暴击伤害+60%" },
|
||||
7406: { uuid: 7406, name: "攻速光环++", icon: "Stat_AttackSpeed_02", type: FieldSkillType.HeroSpeed, value: 0.3, info: "英雄攻击速度+30%" },
|
||||
7407: { uuid: 7407, name: "生命光环++", icon: "Stat_Hp_02", type: FieldSkillType.HeroHp, value: 0.3, info: "英雄最大生命+30%" },
|
||||
7408: { uuid: 7408, name: "风怒光环++", icon: "Stat_CriticalComboChance", type: FieldSkillType.HeroWindFury, value: 0.3, info: "英雄风怒概率+30%" },
|
||||
7409: { uuid: 7409, name: "穿刺光环++", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPuncture, value: 0.3, info: "英雄穿刺概率+30%" },
|
||||
|
||||
|
||||
7410: { uuid: 7410, name: "金币收益++", icon: "Stat_InventorySlotIncrease", type: FieldSkillType.WaveGold, value: 3, info: "每回合金币收益+3" },
|
||||
|
||||
@@ -197,6 +197,17 @@ export const TriggerSkillNameSet: Record<string, Record<number, string>> = {
|
||||
[SkillTriggerType.Revive]: {
|
||||
6501: "凤凰涅槃", // 死亡后原地复活
|
||||
},
|
||||
// 驻场光环(field):英雄语境专属命名,名字直接带"光环"便于玩家理解
|
||||
[SkillTriggerType.Field]: {
|
||||
7002: "攻击光环", // 英雄攻击力提升
|
||||
7003: "击晕光环", // 英雄击晕概率提升
|
||||
7004: "暴击光环", // 英雄暴击率提升
|
||||
7005: "暴伤光环", // 英雄暴击伤害提升
|
||||
7006: "攻速光环", // 英雄攻击速度提升
|
||||
7007: "生命光环", // 英雄最大生命提升
|
||||
7008: "风怒光环", // 英雄风怒概率提升
|
||||
7009: "穿刺光环", // 英雄穿刺概率提升
|
||||
},
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -206,7 +217,22 @@ export const TriggerSkillNameSet: Record<string, Record<number, string>> = {
|
||||
* @returns 语境专属名称;未配置时回退 SkillSet 通用名称
|
||||
*/
|
||||
export function getTriggerSkillName(type: SkillTriggerType, s_uuid: number): string {
|
||||
return TriggerSkillNameSet[type]?.[s_uuid] ?? SkillSet[s_uuid]?.name ?? "";
|
||||
const group = TriggerSkillNameSet[type];
|
||||
if (group) {
|
||||
// 直接命中
|
||||
const direct = group[s_uuid];
|
||||
if (direct) return direct;
|
||||
// 驻场光环 +/++ 档(如 7202/7402)回退到基础档命名(7002)
|
||||
if (type === SkillTriggerType.Field) {
|
||||
const base = group[7000 + (s_uuid % 100)];
|
||||
if (base) return base;
|
||||
}
|
||||
}
|
||||
// 驻场光环 uuid 存于 FieldSkillSet,触发技能存于 SkillSet,分别兜底
|
||||
if (type === SkillTriggerType.Field) {
|
||||
return FieldSkillSet[s_uuid]?.name ?? "";
|
||||
}
|
||||
return SkillSet[s_uuid]?.name ?? "";
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -654,7 +680,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
|
||||
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
|
||||
],
|
||||
info: "<color=#27AE60>✧</color>死亡全队攻血提升\n<color=#9B59B6>✦</color>死亡后原地复活",
|
||||
info: "<color=#27AE60>✧</color>死亡全队攻血提升\n<color=#9B59B6>✦</color>死亡后原地重生",
|
||||
},
|
||||
5043: {
|
||||
uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85,
|
||||
@@ -717,7 +743,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
|
||||
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
|
||||
],
|
||||
info: "<color=#27AE60>✧</color>死亡全队加护盾\n<color=#27AE60>✧</color>复活1:50%血量",
|
||||
info: "<color=#27AE60>✧</color>死亡全队加护盾\n<color=#27AE60>✧</color>重生: 每回合可重生1次, 恢复50%血量",
|
||||
},
|
||||
|
||||
// ========== fstart 类(法师 · 战前增益) ==========
|
||||
@@ -734,7 +760,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
],
|
||||
},
|
||||
hp_bonus: [{ lv: 2, value: 80 }, { lv: 4, value: 80 }],
|
||||
info: "<color=#27AE60>✧</color>开局全队提升攻击",
|
||||
info: "<color=#27AE60>✧</color>回合开始全队提升攻击",
|
||||
},
|
||||
5052: {
|
||||
uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80,
|
||||
@@ -751,7 +777,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
],
|
||||
},
|
||||
hp_bonus: [{ lv: 3, value: 80 }],
|
||||
info: "<color=#27AE60>✧</color>开局全队获得护盾",
|
||||
info: "<color=#27AE60>✧</color>回合开始全队获得护盾",
|
||||
},
|
||||
// 5052: {
|
||||
// uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80,
|
||||
@@ -879,11 +905,11 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
6002: {
|
||||
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 14, speed: 110,
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "进阶前排怪,更快更痛"
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
|
||||
},
|
||||
6003: {
|
||||
uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 850, ap: 20, speed: 50,
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪,高HP慢攻"
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP慢攻"
|
||||
},
|
||||
// 后排怪物 (站在后排,输出更高)
|
||||
6004: {
|
||||
@@ -901,7 +927,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
6007: {
|
||||
uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 300, ap: 24, speed: 70,
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排法师怪,魔法攻击"
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排法师怪, 魔法攻击"
|
||||
},
|
||||
6008: {
|
||||
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 270, ap: 32, speed: 70,
|
||||
@@ -911,19 +937,19 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
// BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能
|
||||
6101: {
|
||||
uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1900, ap: 30, speed: 120,
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss,高攻速"
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss, 高攻速"
|
||||
},
|
||||
6102: {
|
||||
uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 7500, ap: 26, speed: 60,
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "前排Boss,超高HP"
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
|
||||
},
|
||||
6103: {
|
||||
uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2250, ap: 38, speed: 110,
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排法系Boss,高AP"
|
||||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排法系Boss, 高AP"
|
||||
},
|
||||
6104: {
|
||||
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 6800, ap: 30, speed: 70,
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "后排位Boss,均衡型"
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
|
||||
},
|
||||
6105: {
|
||||
uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2600, ap: 42, speed: 110,
|
||||
@@ -931,7 +957,7 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
},
|
||||
6106: {
|
||||
uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 9000, ap: 26, speed: 130,
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss,最高HP+高速"
|
||||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
|
||||
},
|
||||
|
||||
|
||||
|
||||
@@ -21,6 +21,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { CardConfig, CardType } from "../common/config/CardSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { buildSkillDescMoreRich, ISkillDescSource } from "../common/config/HeroSkillDesc";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { outlineRich } from "../common/RichOutline";
|
||||
@@ -284,10 +285,11 @@ export class CHeroComp extends CCComp {
|
||||
// 背景:按 card_lv 激活对应颜色子节点(1→green 2→blue 3→purple 4→red 5→yellow)
|
||||
this.updateBgNode();
|
||||
|
||||
// 描述富文本:直接取 heroSet 的 info 字段(单条手写文案)
|
||||
// 描述富文本:不再单独手写 info,统一套用英雄 1 级能力介绍(buildSkillDescMoreRich)
|
||||
// 与英雄信息弹窗/升级确认框同一套文案规则,杜绝手写文案与数值漂移
|
||||
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
|
||||
if (this.info_rich) {
|
||||
const desc = hero?.info || this.cardData.info || "";
|
||||
const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero)) : (this.cardData.info || "");
|
||||
this.info_rich.string = outlineRich(desc);
|
||||
this.info_rich.node.active = !!desc;
|
||||
}
|
||||
@@ -464,6 +466,26 @@ export class CHeroComp extends CCComp {
|
||||
return model.hero_uuid ?? null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 构造英雄 1 级能力描述数据源(ISkillDescSource)。
|
||||
* lv 恒为 1,由各 resolver 取 1 级生效档,与英雄信息弹窗初始展示口径一致。
|
||||
* @param hero HeroInfo 静态配置项
|
||||
* @returns 描述数据源
|
||||
*/
|
||||
private buildHeroDescSource(hero: typeof HeroInfo[number]): ISkillDescSource {
|
||||
return {
|
||||
lv: 1,
|
||||
call: hero.call,
|
||||
dead: hero.dead,
|
||||
fstart: hero.fstart,
|
||||
fend: hero.fend,
|
||||
atking: hero.atking,
|
||||
atked: hero.atked,
|
||||
field: hero.field,
|
||||
revive: hero.revive,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示。
|
||||
* 与 HInfoComp 的 updateHeroAnimation 一致,零运行时开销。
|
||||
|
||||
@@ -172,7 +172,6 @@ export class HeroBoxComp extends CCComp {
|
||||
}
|
||||
oops.audio.playEffect("music/button");
|
||||
|
||||
const heroName = this.model.hero_name ?? "";
|
||||
const nextLv = heroLv + 1;
|
||||
const cost = MissionEconomy.getUpgradeCost(heroLv);
|
||||
// 金币不足:smalltip 气泡提示(挂载金币节点),不弹确认框
|
||||
@@ -185,7 +184,7 @@ export class HeroBoxComp extends CCComp {
|
||||
// oops.gui 公共确认窗口(自定义 CommonPrompt:内容支持富文本高亮)
|
||||
oops.gui.open(UIID.Window, {
|
||||
title: `升级英雄`,
|
||||
content: `<color=#C0392B>${heroName}</color> Lv.${heroLv} → <color=#1E8449>Lv.${nextLv}</color>\n消耗 <color=#E67E22>${cost}</color> 金币\n\n${preview}`,
|
||||
content: preview,
|
||||
okWord: "升级",
|
||||
cancelWord: "取消",
|
||||
needCancel: true,
|
||||
@@ -241,7 +240,7 @@ export class HeroBoxComp extends CCComp {
|
||||
const curDesc = buildSkillDescMoreRich(buildSource(heroLv));
|
||||
const nextDesc = buildSkillDescMoreRich(buildSource(nextLv));
|
||||
|
||||
return [
|
||||
return `<outline color=#000000 width=2>` + [
|
||||
`<b>当前 Lv.${heroLv}:</b>`,
|
||||
attrLine(heroLv),
|
||||
curDesc,
|
||||
@@ -249,7 +248,7 @@ export class HeroBoxComp extends CCComp {
|
||||
`<b>升级后 Lv.${nextLv}:</b>`,
|
||||
attrLine(nextLv),
|
||||
nextDesc,
|
||||
].filter(s => s !== undefined).join("\n");
|
||||
].filter(s => s !== undefined).join("\n") + `</outline>`;
|
||||
}
|
||||
|
||||
/** 累加等级额外加成(≤目标等级的所有档位) */
|
||||
|
||||
Reference in New Issue
Block a user